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oldest and best dedicated magazine ... 
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as well as providing commercial software - 

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Page 6 Publishing'* |SJ ^£ W 



ATARI ID 



The Resource for the ATARI CLASSIC and the ATARI ST 



Issue 71 - April/May 1995 



£2.50 



FOR THE ATARI CLASSIC 

O INTERRUPT! 

Display List Interrupts and Vertical 
Blank Interrupts - the full expose! 

O DEMOS 

A run-down of some fabulous 
demos for the Classic 

© PLASMA 

Swirling clouds of gas attack your Atari! 




FOR THE ATARI ST 



MAKING MUSIC 

We explain how MIDI makes it 
possible to transfer music be- 
tween machines 



DIZZM 

rUIMTI ME" 



LEFT HOUSE 
in pi aw 




RIGHT MOUSE 
F OP HErl H 



PUBLIC DOMAIN a first look at some of the Budgie range 



PLUS,.- THE TIPSTER COMPLETES THE BRUNDLES MURPHY W YOUR ATARI „ MAMMOTH MAILBAG 




Thanks 



Inspiration 



Bodo Jurss 
Richard Gore 
John Foskett 
Andy Gtiillaume 



Les Ellingham puts it all together and fills 
up the gaps but the real thanks goes to the 
following who made this Issue possible 

Sandy Ellingham. who takes care of all the 
office work, advertising and mail order 

For their regular contributions 

Joh n S Davison Stuart Murray 

Paul ft Leon Me Bawngton 

Ian Finlaysan Mark Stinson 

Allan Jk Palmer The Tipster 

For their contributions this issue 

Daniel Havers tock Ann O'Driscoll 
Joet GooduAn 
Steve NlckUn 
James Austin 
Leslie Benson 
Kevin Cooke 

Special mentions to John Foskett and David 
Sargeant who sent in several contributions 
that will be featured in the next Jew issues ■ 
thanks guys! 

Some of these folk have supported us from almost 
the bcfftmilixg and without them we would not be 
here. Some are having articles published for the first 
time. Ail are to be thanked for sharing their enthu- 
siasm with all whn mad fir.w Atari User 

HOW IT'S DONE 

PAGE C shows J list what you can do wtth your Atari. 
NEWATAR] USER has always br.r.n created entirely vriih 
Atari equipment Initially on the XL but mors latrry with 
a Mega ST and other stuff, who needs PC's or Mars! 
Hardware includes a Mega ST2 (upgraded to 4Mb). 
SMI 25 Monitor. Supra 30Mb Hard Disk, u IIP LHWf)et 
III. Cltlii*r> 124 ft printer. Philips CMB&33 monitor. 
130XE. aeouple of 1050 disk drives. BSO interface, NEC 
8023 printer. Principal software use.d 1s Pmtext and 
Fleet Street F^JbLlshrr 3.0. Other software Includes Ker- 
mlL TarlTiilk. Turbo Basic and tartous custom written 
programs on the XL/XE- Articles submitted on XL/XE 
disks are transferred across to the ST via TARITALK 
Programs are coded on the XE ond printed out directly 
(or pasting in after the typeaeLting is completed. All 
major editing is done With Protest and pages are laid out 
with Fleet Street Publisher. Each page Is output directly 
from Fleet Street to a HP LaserJet HI which produces 
finished pages exactly as you see them. All that Is left Is 
to drop in the listings and photos. 

Well. It's not quite "as easy as that but you get the Ideal 



Weil uAial inspiration has then: been this issue? 
Strangely not a lot. Much of this issue has been 
completed in sUence as my young son has been quite 
unwell and I hnj.w itrvi one ear open Jot him as tie 
lies in tf «? otfW roonh The music lot has been 
played has been virtually the same as last issue - 
Mike Oldjteid, Mary Chopin-Carpenter. Ranrigbut I 
did have a small wander Into some abler stuff. It 
really started with the Woman's Heart CD which 
inspired me to listen to same of the artists Jeatiireti 
thereon. Maura. O'Connell wtvs strangely disappoint- 
ing, I almost wondered why I bought tt t but Paul 
Brady was infinejorm, especially with She Island. 
Breaking auxigjrom Ireland I had a listen to Shirley 
Collins and The Albion Country Band, The album 
was iVo Roses and it still suitnds great after almost 
25 years. Next time maybe I'll have one or tux> neto 
stfunds to report on but Jot now I hObe Just had a 
sudden desire to have a listen to Nic Jones' Penguin 
Eggs. See you next time. 



CONTRIB UTIONS 

Without contributions from Its readers, NEW 
ATARI USER would not be possible. PACE G wet - 
■comes And encourages lis readers to submit, 
articles, programs and reviews Jor publication. 
Programs must be submitted on disk or cassette, 
articles should wherever possible be submitted 
as, text files on dt.sk. We seek to encourage your 
participation and do not have strict rules jor 
submissions. If something 1 interests you r write a 
program or article and submit tt! 



COPYRIGHT 

Ail original articles, programs and other macrrial in 
NEW ATARI USER remain the copyright of ihe au- 
thor as credited. All uncrcdltcd material is copyright 
PAGE fi- Permission must be sought by anyone 
Wishing lo republish any material, Whilst WC take 
whatever steps we can to ensure the accuracy of 
articles and prngrams ant! ihe contents of advertise- 
ments, PAGE 6 cannot be held liable fur any errors 
or claims made by advertisers, 

ATARI I'TM) 1st a registered trademark ol ATARI CORP. AH 
reference* should be so noted. NEW ATARI USER f»an 
independent publication *od rw* no connection with Atari or 
With any Other company or publisher. 




Editorial address: P.O. Box 54, Stafford, ST16 1DR, ENGLAND Tel. Ql 785 213928 
Editor & Publisher. Les Ellingham - Advertising: Sandy Ellingham 
Page layout by PAGE 6 - Printed by Dolphin Press, Fife, Scotland 01592 771652 
NEW ATARI USER is published bi-fnonlhly on the last Thursday of the month prior to cover date_ 



Page 6's New Atari User 



PAGE 6 PUBLISHING'* 

ATARI 

"The Magazine for the 
Dedicated Atari User' 

ISSN Ho. 095^-7705 



CONTENTS 

Issue 71- April/May 1995 



REGULARS 




EDITORIAL 


4 


MAIL BAG 


6 


THE TIPSTER 


24 


CLASSIC PDZ0NE 


46 


TUTORIAL TIME 


49 


ACCESSORY SHOP 


52 


CONTACT 


IBC 


ST CORNER 




MAKING MUSIC 


57 


Our MIDI tour concludes 


ST PD ROUNDUP 


60 


Some of the more serious 


Budgie software 




ADVERTISERS 




SAMS 


5 


MICRO DISCOUNT 


20 


FUTURA 


36 


DEAN GARRAGHTY 


37 


N0SAUG 


51 



PROGRAMS 

ORSON/THE ORSON EDITOR 

Our great disk bonus this issue 

PLASMA 

A hypnotic PC program Jor tl\e Atari 

PROGRAMMING 



21 



16 



DISPLAY LIST INTERRUPTS 

Much: easier than you thought 

LET'S WRITE A VBI 2S 

An in-depth tutorial Jor improved, programs 

HOW DO THEY DO THAT? 3*7 

Trie start of a new column? 

FEATURES 

DEMOS - WHY BOTHER? 12 

Wiiat's the real purpose of Classic demos? 

FM PROUD! 26 

A 14 year-old Classic owner tells you why 

MURPHY'S VARIATIONS 44 

A look at computer problems 



The next Issu* of NEW ATARI USER is due to be published on 3 1st Sfajf 
Editorial copy date Is 30lh April 



SUBSCRIPTIONS 

MAGAZINE ONLY DISK SUBSCRIPTION 

Annual subscription rates (6 issues)' 

UK £15.00 

Europe {Air Mail) £17.00 

E Isewherv (S urface} El 7.00 

Elsewhere (Air Mail) £23.00 

Overseas rales r&tioct only lbs difference in 
postal costs 

Please moke cheques payable to PAGE 6 PUBLISHING and send to 
PAGE 6 Publishing P.O. Box 54, Stafford* ST16 1DR 



A disk containing all of trie 8-bit programs from **clt 
issue of NEW ATARI USER is available either uparati 
|y or on subscription. Single price C2.9E. per disk, a 
disk sJjsdriptkan save* you almost £6 a year. Sub- 
scription ratHA (8 iuuee) 

UK £25,00 

Europe £32.00 

Elsewhere (sea) £32.00 

Elsewhere (Air) £42.00 



"Editorial 



THANKS! 

Thank you. Thank you. Thank youl LasL Issue's appeal for more contributions brought forth a 
great response with several top quality articles and one or two readers submitting a whole host 
of exciting things on the one disk. We have got some good things coming up for you in the next 
few issues but please don't think that we have everything we need. It takes a wide variety of 
articles and programs to keep New Atari User Interesting and wc need your continuing InpuL 
We need more programs, especially games which seem to be a bit thin on the ground now, so 
get programming. If you check out the articles this issue on display list and vertical blank 
Interrupts you should be able to polish up that program that you thought might not be quite 
good enough and send it In for others to enjoy r Do it now! 

THE NEW FORMAT 

After the initial letters of praise at the brave decision to go to a smaller format we have had 
one or two dissenting letters in recent weeks which have complained about, the smaller type 
size used. What smaller type size? As I have said before the type size is exactly the same. That 
was one of the most Important considerations In designing the new layout. The typeface is 8 
point Bookman Light on a 10 point base and that is exactly what. I have been using for the past 
five years. If it appears smaller to some folk it must be an optical illusion. 

Several readers have said that they miss the printed listings. One of the reasons for dropping 
them is that the new format makes it quite difficult to get listings in two columns on one page 
and if only one column Is used any listing will take up twice as many pages. This issue 1 have 
tried to address the situation with a type-in listing in the magazine which has been printed 
with a condensed typeface, I hope that it works, and if it docs wc may be able to have more 
listings tn the future. 

AMS 

The Spring AMS Is upon us again and you will see an advertisement opposite. Although it 
contains a coupon to clip for reduced admission, the organisers have said that they are 
quite happy to accept photocopies or even far you to fake along your mag and show it 
at the doer for the reduced price. No need to spoil the magazine. 

This time the show has fallen at an awkward time for us as we have another important event 
on the following two days. We will be at SAMS but not with our usual stand so please don't 
expect the usual display. If there is something special you want, some PD disks for example, 
you must phone first to let us know so that we can bring it along. 



4 



Pa&? 6's New Atari User 



Lts Tldngkmn 



Special Offer from the publishers of 

NEW ATARI USER 

Bring this voucher with you and gain entry to 

The 

Spring J^tt ]\/ficro $how 

Radio Rally & Electronics Fair 

Saturday 1 5 April 1 995 

10.00am - 4.00pm 

Bingley Hall, Staffordshire Showground 
Weston Road, Stafford 

off the A5 18 Stafford * UttoxeLer Road * sign pasted from J1 4 on M6 
Bus Shuttle from Stafford BR 

FOR ONLY 



£1.50 



* Full Adult Entry Fbb £2.50 without voucher LU 

EL 

LU 

Name . Q 

O 
< 

w 

LU 
CL 



Address 




Postcode Q 

8 



I- 

O 



l~l / do not wish to receive details of future, Shows/Radio Kallies 2" 



Mailbag 




Hailing 
Frequencies 
Open! 

Sub-space communi* 
cations have been 
re-es tablls hed! 



After last issue's small 
helping of mail I'm 
pleased to report that 
this time around the 
mailbag looks healthier. 
I hope this trend con- 
tinues. Without more 
ado, on to the letters 

Allan *J. Palmer 



8 



BLITTERCHIPS 

AU REVOIR 
BUT NOT GOODBYE 



We have mentioned a shop 
called Blttberchips in recent 
issues who offered support 
for the Atari Like almost 
everyone they have con* 
across a Jem problems and 
have asked its to print the 
fallowing letter. 

Dear Editor/Subscribers, 
I am writing this letter to 
your good selves as to the 
current position of Butter- 
chips. 

As many people are aware 
Blitterchips is a small com- 
pany set up in Stourbridge to 
provide the local and wide- 
spread users of video games 
consoles and computers with 
an authoritative and informa- 
tive alternative to the high 
street shops who generally 
are not very helpful. 

Sadly, whilst tilitterchips is 
a viable business and has 
been for the last two years or 
so. I have decided to close the 
shop premises at 1 15A J 
Bridgnorth Road H Wollaston, 
This was not an easy decision 
but. nonetheless, one which I 
felt was necessary, The 
reasons are many fold and, 
unfortunately, outweigh the 
good reasons for remaining 
open. In brief, adverse factors 
such as rising costs and par- 
ticularly the vandalism Ikctor 
which again in turn increases 
costs [Insurance, repairs etc J 
have force this closure. 

Page 6's New Atari User 



1 would like to point out. 
however, that we are by no 
means beaten and shall con- 
tinue to operate from market 
stalls and by mail order. We 
shall, more than ever, prom- 
ote Atari products and en- 
deavour to persuade more 
people to subscribe to the ex- 
cellent magazines such as 
NAU, 

A final note to all the people 
who sent orders for the Star- 
fighter 1 Joypad and won- 
dered what had happened. 
My sincere apologies for the 
delay in despatching these 
items to you. All orders will 
have been fulfilled by the 
time this letter is published. 
All goods are guaranteed and 
should anyone have any diffi- 
culties please return the 
offending Items to the 
address below for immediate 
replacement For general en- 
quiries plea.se ring the tele- 
phone number given at any 
time. 

Again may I thank the team 
at Page 6 for their assistance 
and may we all look forward 
to a brighter future together. 
And a special thank you to 
the hundreds of customers 
that supported Blitterchips 
through this difficult period. 
Keith Hughes. Blitterchips. 

c/a20 Collett Close, 
Penfields, Stourbridge, 
West Midlands DYS4IIS. 
Tel 01384 823457 

t ft is always sad when 
someone who is trying to sup- 
port the A tari has problems. 
Let" s hope that things get bet- 
ter for us all in 1995> Ed. 



CONTRIBUTORS, 
& HOWFEN DOS 

Stan Shearing writes from 
Sou* hail, Middx. (an area I 
used to know well when I 
was a youngster - back in the 
dark ages B.C. - Before Com- 
puter!}. First Stan makes the 
following observation: 
"I would like to endorse 
Frank Atkin s comments in 
issue 68 re Dave Richardson, 
for whom nothing seems to 
be too much trouble/' 
Thanks, Stan - it's good to 
know that tfiere are plenty of 
reliable and helpfid Atadans 
like Dave alxtut However, 
Stan does continue H l regret 
this does not seem to apply 
to one of the NAU regular 
contribu tors (who shall re- 
main nameless) - hoping for a 
quick fix I wrote to this gen- 
tleman (enclosing a SAE) in 
February "94 - 1 may have 
asked a silly question, but he 
could at least have sent me a 
silly answer 

T (Well, thats got lis all thinh 
ing Stan about who tlxe guilty 
party is. Chances are it's 
probably me! Ed.} 

On la problems from Stan, 
who has "...attempted to use 
Dave Sargeant's File Scgmcn- 
ter (issue 66J to break up the 
docs on SuperDOS.S without 
success, 1 found the first seg- 
ment overflowed the buffer in 
my word processor (AtariWri- 
ter), but segment 2 consisted 
of only 2 lines] i decided line 
120 "BS1ZE" could be the one 



to alter and made it 10240. 
but nothing seemed to work - 
I still overflowed, I am now 
wondering if my 65XE has 
too small a memory to use 
the program 

T J haven't had a chance to 
experiment with this utility 
yet Start, so urfortunaiely 
carYt give you an answer. 
Maybe one of our readers can 
help? I don't believe you 
should have a problem with a 
65XK 

Stan has also been using 
the HOWFEN tape to disk 
transfer utility from Stuart 
Murray's Futura 4 disk. "I 
successfully transferred 
Snooker and Pool, Airstrikc II 
and Missile Command. 
Flushed with success, I 
thought it would be nice to 
have more than one game per 
disk r so I loaded DOS 2,5 to 
look at the directory, and 
that is my problem - 
although the games boot and 
play perfectly, all that shows 
in the directory is "000 FREE 
SECTORS". It isn't really a 
crisis, but it. is intriguing - 
any answers?" 

* I'm not sure what your 
objective was Stan, but in 
terms of the directory display. 
I'm sure this is the result of 
using DOS 2.5 to examine a 
non-DOS 2.5 disk. The HOW- 
FEN utility doesn't use stan- 
dard Atari DOS, so instead of 
finding the Atari DOS direc- 
tory beginning at sector 3G0 r 
DOS 2.5 finds whatever the 
HOWFEN format has put 
there. Le. the HOWFEN direc- 
tory ts in a different place. 
Page 6's New Atari User 



Are there any HOWFEN ex- 
perts out there who can sup- 
ply mane details? Perhaps 
you'd like to ttse a Sector Edi- 
tor, Stan to examine the disk 
and let us know what, you 
make of the format? 



INK-JETS and 
KEYBOARDS 

Our self-styled WJ\.C.O. 
(that's Wacky Atari Classic 
Owner} M- Tomlin from Basil- 
dan in Essex sends the fol- 
lowing: 

"I read your answer to me in 
Page 6 s Mailbag on the refill- 
ing of ink-jet printers. 
Thanks, but I have been fill 
ing it with normal Parker bot- 
tle ink which has worked well 
- SO far 6 times but I think I 
will have to buy a new car- 
tridge soon as the cartridge is 
showing Signs of wear now. 
It's been a lot cheaper than 
the refill kits you advised me 
to buy, 

1 would like to ask - are all 
P,C. Computer Keyboards the 
same, i.e. will a keyboard 
from one P.C, work on 
another, 1 recently got a PC, 
which works, from a boot 
sale for £ 1 0 but which is 
without a keyboard. It has a 
7 pin (Din type] connector on 
the rear where the keyboard 
should plug in, 1 have never 
used a PC ... yet. 1 " 

T Well, M - not being a con- 
noisseur of PC hardware, I'm 
uncertain as to the compatibil- 
ity of PC keyboards, but I sus- 



pect that you should find 
them faldy interchangeable. 
Then? may be the occasional 
odd discrepancy - I believe 
the keyboard for the Acorn 
RISC-PC has one key (the ver- 
tical straight line - whatever 
that's coiled) that doesn't 
match with the "standard" PC 
conjfyuratiorh There's prob- 
ably a conftejwattpn program 
within the, PC operating sys- 
tem Jor configuring the 
keyboard (US us UK, etcj> In- 
cidentally, I seem to have re- 
collections of adverts in the 
U.S. Atari magazines- of the 
1960s for PC keyboards with 
Atari interface connections 

A subsequent letter from 
M. Tomkn confirms that he 
has continued to have suc- 
cess using his Commodore 
MPS 1270A ir\k-Jet printer 
with his Atari A £2.20 botde 
of black Parker ink has 
allowed him to re-fill the car- 
tridge 14 times before it has 
refused to work (possibly 
from a build-tip of stale ink?}. 
"Waco'' Tomlin identifies that 
his Commodore MPS 1270 A 
"»». prints the pound symbol 
with its dip switches set as 
follows: 

ON = 3, 4, 6, 7, 8 

OFF - L 2. 5 
Using the hash symbol in 
Tex (Pro, Speed Script or Mini 
Office U word processors pro- 
duces the pound symbol 
when printed, it works very 
well with every piece of PD 
software I have tried from the 
Page 6 PD Library including 
all versions of Daisy Dot, The 
only program I find that this 

e 



printer will not work with is 
the Label maker utility from 
Mini O ffice II. Also on the 
subject of printers, will a 
laser printer work with a 
8-bit system?" 

T lite arisLuer Mr T is H Ycs H it 
can!" I refer to the fit\al issue 
of BenPoehland's late, la- 
mented Atari Classics maga- 
zine {vol 3 fno 2 AprU 1994}. 
In the "Wild FONTter" column, 
Daisy Dot 3 expert David 
Richardson reports that he 
w *..has an Epson Action Laser 
1 500 printer. It has built-in 
Epson FX LQ, etc. printer 
emulation* By using the con- 
trol panel on the laser printer 
you can set it to think that it 
is an old Epson dot-matrix 
printer, and then you can 
hook it up through either its 
serial or paraltd printer port." 
So if you happen to have a 
laser lying around, why not 
try it with your Atari Classic? 

•* "Waco" also reports that he 
has problems nuvning the 
MegoHaUs demo disc on his 
130XE - any ideas? 

DISKS AND 
DISK BOXES 

Partner to enquiries about 
sources /or 5¥i" disks and stor- 
age boxes, D J lontton (I hope 
I've deciphered your name 
correctlyi of Wivenhoe, Essex 
suggests MapUn Electninics 
as a supplier. "There's over 
30 stores nationwide and 
they operate a mail-order ser- 
Page G's New Atari User 



vice, and you'll find their 
catalogue in your local 
branch of W.I I. Smith.* 

T Thanks for the information 
DJ, {Historical note here; 
back in 1981. Maplm Electro- 
nics were one of the first re- 
tailers ii\ the U.K. of the (then 
new) Atari 400 and Atari 8O0 
Home Computer Systems, 
and built up a large range of 
imported software for the 
Classic A tart I 

REPAIRS & 
ST CONTENT 

Ted Sole from Ormskirk, 
Lanes writes that he has 
,r ... owned an Atari 8-bit for 
nine years and it still holds 
my Interest, My main con- 
cern being if it should need 
repairing. Is there a firm that 
offers repairs?" 

T As far as I'm aware Ted, 
there's no commercial firm 
that will repair the Classic 
Atari; however, this subject 
has been covered in past 
Maillxigs - off the top of my 
}\ead, among tl)e people to get 
In touch with are Derek Fern 
at Micro discount Sid Berry 
and the TWA UG gang. You 
shoiddfind details in past 
issues. 

•o Ted also observes "Now 
that two more ST magazines 
have j^onc. how long before 
there are none? I also own a 
STE - will NAU give more cov- 
erage in the future?" 

T That's a question for our 
esteemed editor and pub- 



lisher - perhaps it may even 
be time for some sort of Read- 
ers' Poll? 



ATARI CLASSIC 
AND PC 

Talking about PC keyboards 
leads us on to this letter from 
Philip M. Brown in Ipswich 
Suffolk; 

"Sad as it may be. it seems 
that the demise of the Atari 
8-bit and therefore of New 
Atari User, creeps ever closer, 
the number of cheap second- 
hand power supply units and 
various other items associ- 
ated with the XL and XE 
machines to be found in bar- 
gain bins of certain computer 
stores testifies to this fact. It 
appears that the ST too will 
soon follow the path to obli- 
vion. I have greatly enjoyed 
using my second-hand 
800XL and always look for- 
ward to the arrival of New 
Atari User in the post, so I 
will be very sorry if it all 
comes to an end. However, I 
believe there is a way to ex- 
tend the life of the Atari Clas- 
sic, When I can afford it, I 
would like to purchase an 
IBM -compatible PC. The 
problem is that, being a wri- 
ter of science -fiction (unpub- 
lished as yet). 1 have about a 
quarter of a million words on 
numerous Mini Office flies 
that I would like to convert, 
not to mention database files. 
Now I am sure there must be 
a great number of people like 
me, not really interested in 



games, who use their Classic 
Ataris for serious work. 
Therefore it would be a great 
advantage to be able to trans- 
fer files to an IBM clone, or 
perhaps obtain the hardware 
to allow the Atari Classic to 
emulate the IBM-"' 
T Well this seems to be a 
"hot" item at the moment 
Although I thmk you"oeoot it 
the wrong ivay round in your 
last sentence What is avail- 
able now is the ability to emu- 
late our Wlaved Atari Classic 
on an IBM-compatible PC, not- 
oWy using the PC Xformer 
software. I believe the guys at 
TWAUG have already started 
experimenting with £hts and 
Dean Garraghty may also 
have experience of this. With 
the ability to use a laser prin- 
ter as described in my re- 
sponse to M. Tomlin, tlie Atari 
Classic and the PC seem to 
becoming quite friendlyt Has 
anyone out there got to the 
pomt where they can produce 
a good in-depth article on the 
extended I ife of the Atari 
Classic on a PC platform? 



AU TOOLKIT 
and MONITORS 

Regular correspondent Brad 
Rogers from Southampton 
notes; " One additional benefit 
of the reduced size {of N AU] is 
that the postman can now 
actually post the magazine 
through my letterbox rather 
than leaving it on the door- 
step, I have a disk subs crip - 

Page 6's New Atari User 



tlon, so the larger envelope 
with DO NOT BEND printed 
on it meant it wouldn't go 
through the letterbox! 41 
Brad continues with obser- 
vations on recently asked 
questions: 

"In issue 70, Brian Arnold 
asked about the AU Too I Kit - 
he wanted to know if it was 
possible to transfer this suite 
from cassette to disk - 1 be- 
lieve that most of the utilities 
were started as AUTO RUN 
files. If this is the case then it 
is not as easy as copying 
from cassette to disk and re- 
naming as AUTORUN.SYS 
because the startup code re- 
quired for cassette or disk 
boot is different. 

Peter Foote wanted to know 
what monitors can be used 
with the Atari Classic - any 
with a Composite Video input 
and, optionally k audio. Per- 
sonally I use a Philips CM883 
Mk II. but these are becom- 
ing hard to find since Philips 
no longer make them. Alter- 
natively, any TV with a 
SCAKT socket should do 
since the full implementation 
of that standard includes 
both Composite and RGB In/ 
outputs/' 

7 Thanks again for yow 
feedback. Brad. 



MEMORY and 
BETA LYRAE 

From Baltymoney in Co. 
Antrim, N. Ireland, Nigel 
Henry reports that he has 



"...recently upgraded my 
800XL to 256K with the Wlzz- 
tronics upgrade (from Micro - 
Discount), a project which I 
thoroughly enjoyed. The 
main reason for my upgrade 
was so that I could transfer 
large tape programs to disk 
using TransDisk IV, This has 
been a very successful pro- 
ject with 90% of all my prog- 
rams now running from disk. 
However, It does seem like a 
bit of a waste to have 256K of 
memory and only use It with 
one application. I was won- 
dering If there were any in- 
teresting applications where I 
could make better use of the 
increased memory? I know 
that I can now use a (large) 
RAMdlsk to speed up opera- 
tions, but are there any prog- 
rams That can use the extra 
memory to its full potential?" 
T You've identified the reason 
why I haven't upgraded my 
Classic A tari's memory capac- 
ity - what can it be used for? 
It's the aid problem noone is 
going to deuelop an applica- 
tion using increased memory 
unless they know its got a 
wide enough audience to dis- 
tribute it to ... Open invitation 
to all readers - tell us about 
applications which make jvil 
use of enhanced memory on 
the Classic AtarU 

1 On the down side of mem- 
ory upgrades, Nigel boug}tt 
and successfully played Tiie 
Tail of Beta. Ijyrae' (re-re- 
viewed, in issue 66) before he 
upgraded his 800XL memory, 
The review states that the 
program will run on all Atar- 

10 



is; however it refused to run 
on a friend's 130XE - the 
program loads fine > bu I when 
ft finished loading nothing 
happened. After my memory 
upgrade, it behaved the same 
way on my 800XL. Does any- 
one have any idea why this 
might happen? All my other 
programs work perfectly " 
T Well you have me puzzled 
there, Nigel - 1 ivould expect 
the game to run on a 130XE, 
but Its not one I've ever tried; 
can someone confirm the sta- 
tus of this? 

■* While mentioning Trans- 
Disk IV above, Nigel w , ..would 
like to thank Raphael Espino, 
whose letter in issue 68 
prompted me to obtain a 
copy of issue 61< where his 
solution to transferring files 
in Enhanced Density works 
pcrfecUy!" 



DOS to BASIC? 

From Salisbury, Wiltshire, 
Dennis Fogerty has a conun- 
drum: 1 know that I can 
move from BASIC ro DOS by 
POKEing location 1 0 16, 1 and 
pressing RESET: but I have 
yet to discover how I can re- 
turn to BASIC from this state 
- that dreaded message "No 
cartridge" always comes up. 
When I am using Turbo 
BASIC, together with MEM- 
.SAY, 1 can return from DOS 
to BASIC by running at mem- 
ory location 2080. My ques- 
tion is - is due re an address 
in DOS 2,5 which will trans- 
Page 6's New Atari User 



fer me back to BASIC with 
Just a few keypresses?"' 
T Hmmm ».< / think we're 
stretching things a bit here - 
the POKE 1016.1 disables the 
BASIC ROM, SO any subse- 
quent attempt to reload 
BASIC must involved re-set- 
ting the flag to indicate that 
the BASIC ROM is auaHable r „ 

MAG STORAGE 
and DEVON USERS 

Kevin Cooke (another of our 
regular correspondents} Jrom 
Exeter* Devon has the follow- 
ing comment on storing his 
new format NAU Issues: "For 
the cost of a few A5 plastic 
sleeves (currently selling @ 
7Sp for 10 in my loeal W.H. 
Smith) and a ring binder, the 
new format NAUs can be 
effectively stored in a neat 
and tidy way. I have also 
found that this helps to keep 
the magazines flat and pre- 
vents the covers from getting 
turned up comers." 

Kevin also asks: "..are the 1 re 
ANY other Atari 8-bittcrs 
close to Devon who tt;ad Page 
6 and might be interested in 
meeting occasionally to swap 
hints and tips, give program- 
ming help> repair hardware, 
or even to play games 
against? I know of no-one 
who owns any sort or 8-bit 
computer let alone an Atarit 
if anyone is Interested, they 
can contact me at 36 Buddie 
Lane, St, Thomas. Exeter. 
Devon EX4 UH. ,h 




T Good kick Kevin - it'll he 
interesting to discover if 
there's a pocket of Atarinns 
down in the South-Went. 

1050 PROBLEMS 

Finally, u>e have a plea for 
help from Dennis Hedges of 
Southampton: 

"My 1050 just keeps switch- 
ing on and off all the time. 
Not the power supply, Just 
the drive. I had a look inside 
but all looks to be OK. I live 
in hope." 

• What words of advice can 
the NAU readership offer? 

And that wraps up another 
Mailbag column! I hope to see 
a continued chain of com- 
munication for next Issuer In 
the meantime, what can I 
ramble on about to fill up the 
rest of the page? Ah yes, I'm 
compiling this just a couple of 
days after seeing "Star Trek' 
Generations" at the cinema - 
I've got to admit I was a bit 
wary of this, Jee\ ing it would 
be somevjhat shambled 
together and wondered if it 
could retain the atmosphere 



of tlie excellent 'Next Genera- 
tion" TV series. I was very 
pleasantly surprised - this 
movie is very well done, mak- 
ing great use of various bits of 
the Star Trek background that 
have sprung up over the 
years and filled in some of 
tlie gapSr It Is very well-paced 
and consideristg the number 
of principal diameters, 
eviyone gets a chance to take 
centre stage (albeit sometimes 
briefly). T\\ere is drama and 
there Is humour with a (as 
always) superb performance 
from Patrick Stewart and 
(some might say surprisingly) 
a fine final portrayal of James 
Tiberius Ktrk by William Shat- 
ner. Tiie special effects are 
magnificent (the space 
scenes, the astro-cartography 
chamber, and urhai they do to 
tl\e Entetprise-D tn the finale), 
but they don't take the film 
away from the actors. As you 
might guess from the preced- 
ing, I UKED this film. - my 
only question Is: what are 
they going to do for the next 
sequel? 

That's all for this time, 
"Beam me up, Scotty!" 



Air your views on all things Atari or help your 
fellow users with their queries - even ask for 
help yourself. It's all interesting, if only you 
write it down* Here's the address; 

MAILBAG 
NEW ATARI USER 
P.O. BOX 54, STAFFORD 
ST16 1TB 



BACK 
ISSUES 

Back issues of 
NEW ATARI USER 
are still available 
from ISSUE 32 
up to ISSUE 70 

except for 
the following 

ISSUE 35 - SOLD OUT 

ISSUE 
DISKS 

All issue disks 
from ISSUE 14 
ONWARDS are 
still available 

JVEW/ 

ISSUE DISKS 

12 and 13 
now available! 

Check the Accessory 
shop order form for 
further details 
and prices 



Page 6's New Atari User 



11 



Features 



and 




Daniel Baverstock 
explores that strange 
computer phenomenon 
- the demo -from the 
collector's viewpoint 



The World of the DEMO crew. Popu- 
lated by strange people with Atari 
8-Dits and square eyes with nothing 
better to do than sit around in partial trances 
typing in endless lists of numbers which 
apparently make sense to them. 

Usually to obtain recognition, these groups 
give themselves a name. It can be anything 
from hip sounding names like "Copy Crew 
Amsterdam' to 'Gizmo magic\ from 'Gnome 
Design' to The World Federation of Mad 
Hackers'- In addition to a group name, these 
strange people often give themselves an alias 
Sometimes named after monsters, cartoon 
characters or computer jargon; Frankenstein. 
tJartman, Be c man, Prizm. Detail. Lord of 
Darkness, and Stormtrooper! Careful obser- 
vation has concluded that this could be be- 
cause they either want an exciting sounding 
alter ego upon which they can place the 



WHY BOTHER? 



blame if anything goes wrong or because they 
have awful sounding or unpronounceable 
name in the first place! Then again, of course, 
It maybe neither. 

Demo crews spend their free time trying to 
work together on ideas, compiling the various 
parts on computer, de -bugging, rewriting and 
arguing, until one day they emerge Into the 
light with most of their initial idea intact and 
finally on disk. Then somebody leaves it on a 
radiator, turning it into a globby mess, there- 
by forcing them to start all over again! 
Another 6 months pass and they again 
emerge, short of one unfortunate team mem- 
ber, [well they had to eat something!),, and 
blood pressure higher than that of a I 10 year 
old's after competing in the London 
marathon! They have finished their megadc- 
mof 



WHY DO THEY DO IT? 

Why do programmers program demos? You 
can't play them like a game, and the appeal 
doesn't last long after you have watched It 
once or twice. After all, all demos on Atari are 
the same aren't they? Once youve seen one 
you've seen them all? Well, perhaps so in 
some cases, but demos, especially megade- 
mos. do have seme lasting appeal and are 
surprisingly very important for the Atari 
8-Bit! 

Why? The word demo is actually an abbre- 



viation for DEMONSTRATION, Yes, it's true! 
Demos introduce new techniques, faster ways 
of accomplishing a task, and memory saving 
tips. They introduce other programmers and 
owners to new effects, such as better sound 
and graphic displays. They are like an infor- 
mation medium through which new develop- 
ments are shared and where groups can send 
'Grcetinx' to other groups and the rest of the 
Atari owning community. It's also a great 
opportunity to show ofR 
Through making demos programmers of 
games and utilities and hardware freaks can 
produce better programs for the Atari. You 
can see the benefits by looking at games that 
were programmed in the early 1980's like the 
unbelievably 4.*!$$! Bounty Bob games, then 
look at games like Draconus, Zy bcx , and the 
new T-34 tank battle, especially the title 
screens, music and sound FX, Same compu- 
ter, far more advanced and new found techni- 
ques. These are most likely to have been In- 
spired by demos, as well as other games. 



TAKING ADVANTAGE OF 
NEW DEVELOPMENTS 

More and more demos are using digitised 
music and sound effects. Relatively recently 
stereo sound upgrades were Introduced to the 
Atari, and so demos started to take advantage 
of this. One such de mo Is the World of Won- 
ders, a mono sample and chip music demo 
co lice! ion convened to stereo. 

Memory upgrades Introduced In the last five 
years have opened up new avenues for demos 
and games. Although programmers do still 
tend to stick to 64 K limitations, leaving out 
the extra 64K that the 1 30XE allows and even 
more with 256 K computers. These enhance- 



ments will allow bigger games with impressive 
intro- screens, containing more graphic detail, 
animation and sampled sounds. Aside from 
demos, Ke-Softs Brundles makes use of 
memory upgrades and so does the PD game 
Megablast. 

Compression techniques allow far greater 
demos on smaller capacity machines, and 
take up less disk space and accessing time. In 
fact most of the megademos use compression, 
some continually throughout the demo. This 
is used la great effect in the Dancing lady 
demo from the World Federation of Mad 
Hackers' The Top megademo. 



CREATING SOMETHING 
ORIGINAL 

For a while demos had become too similar 
and unoriginal, To a certain extent this is still 
the case. The most common demo style is the 
horizontal scroller with music and images 
scrolling past, and coloured DLI bars in the 
background. After the initial effects are in- 
c luded in a demo, any future demos lose their 
appeal and excitement, leaving only greetings 
to read. Many demos, however, arc extremely 
original, especially Megademos which contain 
a varied amount of demos -wi thin -demos. 
Bach loads and unpacks a stage at a time, 
some linked, some unique in the collection. 

The Top Megademo from the disbanded 
WFMI I has three parts each with around six 
to seven demos. One crams over 400K of 
digitised data into 128K. and continually 
packs and unpacks it In real lime. It also 
informs you that 5 12 colours are possible on 
screen at the same time, contrary to the 256 
colour limit. It has a good sampled tune or 
two and has a great demo in which 25-30 



Greetinxto HAB&SOFF, ABBUC, POKEY, HUREK, CIA, GIZMO MAGIC, THE GERMAN CRACK® ARTISTS, THE GERMAN CHAOTICS. TACF, XLSOFT, VETERANS OF WFMH, SHADOWS* BWQDY 



GNOME DESIGN and TO FRANKENSTEIN, MAGNUS, PRlZtf SOLAR SYS, THORGAL, THE EXTERMINATOR, THE UNKNOWN BASE, SOW CODER, SPY HUNTER, 



12 



Paffe B's New Atari User 



Page 6's New Atari User 



13 



scrollers arc on screen at the same time, The 
Top Part 3 introduces a great reflection tech- 
nique to give the impression of a glass sur- 
face, mixing colour and hi res text together. 

Excellent megademos like the Cool Emotion 
demo from Hungary's Hard soft, or the Sweet 
Illusion megademo programmed by now 
Amiga crew the Shadows include some mind- 
blowing new effects. The Pigl /chip music on 
the Cool Ejuotiun demo is great, as are the 
Sweet Illusion demo's shaded revolving poly- 
gons* moving much faster than previous 
attempts at 3D animation and light sourcing. 



USING SAMPLED SOUND 

Demos have shown us that three samples 
can be played at the same time, and that the 
screen display can remain on during sample 
play. In addition, sampled sound is mixed 
with chip music The last few demos on the 
Unity Project have a great tune, and the 
Vocab demo on the NOSAUG voL 1 has a good 
mix with two drums, cymbals and claps 
amongst average chip music. Again 1 have to 
mention Hardsoft's Cool Emotion demo for 
great sampled sound. 

Module sampled flies converted from other 
machines are also creeping into demos, Fri- 
day-Soft's Fampy files especially. Another 
mod player has one of the best MOD files I've 
heard, the FYC song "She Drives Me Crazy", 
l^ong samples seem to have been Included in 
Megademos, the most well known are those 
on the Big Demo, some say the best demo. 1 
would have to disagree, placing it in fourth 
place after Sweet Illusion, The Top Megademo 
and Cool Emotion. The Phantasy Demo is 
supposed to be very good, totalling five techno 
tracks, two requiring 128K, and the new 
G Tracker demo disk contains some good 



techno tracks. 

Other extremely good demos and Megade- 
mos available include the Hurtle Demo Col- 
lection vol. 2 available from NOSAUG, which 
has a great International Karate Plus anima- 
tion demo, and a Hi -res demo that mixes two 
colour pictures together. The NOSAUG PD 
demo vol. 1 HIT/ WFMH isn't as good* but it 
is worth having in your collection, 



VISUAL EFFECTS 

Colour plasma effects and pixel plotters are 
the latest phase which demos seem to be 
going through, and some look great. 

Visdom and Visdom II single demos have 
some of the most amazing colour effects used 
in demos. Visdom for example, has an excel- 
lent colour wave that washes over the top of 
the demo screen. Visdom II has absolutely 
amazing colour ripple, patterns of colour with 
the same effect shown by those oil ornaments 
you find in weird shops in seaside towns! 

The Unity Project has a great demo in 
which graphics modes 8. 9, and 15 are dis- 
played on the same scan line, with a great 
lune and ocean blue scroller. This wasn*t 
commonly thought possible until this demo. 
1 lobbyTronlc 92 is another worth having for 
ifs small yet interesting effects. 

The Halle Project, (f lobbyTronlc 19931, is 
also one to recommend, starling with a top 
notch long sample with the credits. Play It 
through your Hi-Fi to really hear this one, 
although turning up the monitor volume still 
sounds great. 1 mainly recommend the Halle 
Project because it contains Visdom R\ the 
excellent sampled Intro and a Fampy mod file, 
Crystal Hammer, The majority of the other 
demos have some nice effects, but nothing 
spectacular. 



HARD TO FIND DEMOS 

One demo IVe desperately tried to get my 
hands on is the Intel Outside demo. Among 
many other mindblowing effects, it is said to 
have an excellent 3D cube with a picture 
texture-mapped onto the sides. However. 1 
was informed that It wasn't to be available as 
it Infringed a copyright, or something to that 
eAect. Another hard to find demo is the prede- 
cessor to Hungarian demo team Hard Soft's 
Cool Emotion Demo, Veronika. 

A bargain buy 3 would recommend is the 
Double Demo Pack 2 available from ANG 
software. It includes the excellent double 
Sided Sweet Illusion demo from the excellent 
Shadows team. Bitter Reality and Ray of 
Hope, Costing around £2 this is real value for 
money. 



ONE-OFF DEMOS 

Impressive single semen demos can be 
equally as impressive as megademos, 
although not as Jong lasting. Shiny Bubbles 
is a great 10 frame animation of rotating 
spheres on a landscape and looks great. As 
does Video blitz, a landscape of disks and 
pools of water wlzzing past. Both run on 128K 
machines only. Compy Shop is one demo 
comprised of several parts, around nine or so 
which reside in 128K. This Is one of the first 
demos I purchased, and is well worth having 
In a demo collection. 



WHERE AND WHO? 

Most demos and megademos come from 
Europe, mainly Poland, Germany and Hol- 



land, while very few come from the UK. As far 
as I know none have emerged from the USA, 
Canada and Australia. TTiere are as men- 
tioned earlier, joint efforts every so often 
which produce some good megademos, [Halle 
Project. Unity Project Big Demo, The Great 
British Demo Collection), Many UK produced 
demos appear on UK disk based magazines. 
Apart from it being very rewarding to design 
and complete a demo, these programmers 
and groups certainly provide an important 
link between contemporary programmers, 
teams, and all Atari owners. They are almost 
as important as programming games. 



THE FUTURE 

I would like to see a development in the use 
of samples, both in music and FX, and 
perhaps of higher quality than the G-Skhz 
samples currently used. ( l6khz) P Also more 
3D Riled vector demos, perhaps showing 
actual objects, a craft for example. Some 
great animations and sequences would really 
be excellent. I would also like to see demos 
utilising 130XE more often. I am sure there 
are just as many of them as there arc 64 K 
machines. 

Strangely, almost all demos are PD. or sold 
for the cost of the disk and postage only. 
Therefore the demo crews and programmers 
have virtually no financial gain from making 
these demos. Just shows you how strange 
they all are, doesn't it? 




CODERS, THE COMTECH CREW, HIT, HUREK, AURA, CSS, DTT* COPY CREW AMSTERDAM, FRIDAY- SQFT t BENJI SOFT, iWVC, BRAIN SOFT, QUR£0FT t TOP CREW, DIGITAL COMPVTING, LJL AVAWN, 



BEEMAN. ANGEL, CINQ, LUCIFER* HAWK, ARC STQRMTR0OPER, WW OF DARKNESS, THE KNOWN LINK, TOMQHAWK, ELECTRON, and ALL OTHER CREWS and PROGRAMMERS 



14 



page 6*s New Atari User 



Page 6's New A tari User 



15 



DISPLAY LIST 



Ann O'Driscoll 
expands on her earlier 
article on Display 
Lists to show how you 
can use interrupts to 
enhance your prog- 
rams, even if you no 
nothing of machine 
language 



I wrote an article on Display Lists in Issue 
67 of New Atari User - what they were, 
how to modify them, and so on. At the 
time. I didn't include anything on display list 
Interrup ts as 1 thought that it would be better 
to concentrate on the basics, The programs 
and notes here are an attempt to fill the gap. [ 
hope to show that display list interrupts are 
not at all complicated to act up and run: 
Essentially all you have to do ts modify a few 
memory locations and incorporate a machine 
code routine in your BASIC program- 



WHAT IS AN INTERRUPT? 

An "interrupt" is a system used by the com- 
puter to halt an operation and do something 
else. The two kinds of interrupt that most 
people have heard of are the Vertical Blank 
Interrupt and the Display List Interrupt. A 
Vertical Blank Interrupt [VB1) is a routine 
which is run in the time It takes the electron 
beam which scans the screen to get from the 
bottom right corner back up to the top left 
corner - about 1/50 second. The operating 
system uses the vertical blank interval to up- 
date the timers and other memory locations, 
and user- written routines can be run in addi- 
tion to these "system" interrupts. For inst- 
ance, VBIs arc often used to play background 
music in a program. 

A Display List Interrupt fDLI] causes the 
screen display to temporarily stop processing 
in order to run a machine code routine sup- 
plied by the programmer. This type of inter- 
rupt fs activated when the Antic chip finds a 
special instnictton in the display list. Unlike 
the VBI t you only have a relatively short time 
(depending on the graphics mode) to run a 
display list iiUtrn-upt. Because ol this, DLEb 
are used for small routines like changing 
screen colour or Graphics mode. 



SETTING IT UP 

To set up a display list interrupt you must: 
- Write a DU machine code routine and 
put it into memory 



16 



Page 6's New Atari User 



RRUPTS 



Tell the computer where to find the 
routine 

Change the display list for the linc(s) 
where you want the Interrupt to hap- 
pen, and 

Enable the interrupt (i.e. tell Antic 
you're using a DLI] 



THE MACHINE CODE 
ROUTINE 

You don't have to be an experienced 
machine code programmer to set up a DU 
routine; you just need to get the hang of a 
couple of concepts r 

First, the accumulator. This (s the Atari 
processor's main regis ter h or place where 
numbers are stored and manipulated. The 
machine code language instruction 169 
[assembly language mnemonic LDA} fol- 
lowed by a number loads the accumulator 
with the number. The instruction 141 
(mnemonic STA] stores ihc contents of the 
accumulator in a memory location speci- 
fied by the two bytes after the instruction. 

Second the stack. This is the group of 
memory addresses from 256 to 5 1 1 (page 
1 of memory). Like the accumulator, data 
can be written to and read Irom the stack 
using machine language commands. The 
instruction 72 (mnemonic PIIAJ pushes the 
contents of the accumulator onto the 3tack- 
The instruction 104 (mnemonic PLA) takes a 
number from the top of the stack and puts it 
in the accumulator. The slack works on a last 



MSPLftV LIST IHTEf:PliPT ttl 



uf-sii-e i-m tekt — 



If 111 REM 
II m REM _ 
OY ill REN 

CI ill ClimCS l:»L=KEKC5i»*25t«EEKK 

II] 

FJ 116 REN RCId the wchiue code routine 



RH 117 REN intfl mmftf at location 153* 
0 J ill REN OflWrdS 

IN 121 FOR N-l TD 7: HE Aft I : POKE 153i*R,B! 
IEHT R 

flJ 131 UU 72 J 1M J J I 141, 1,212,114,14 

Cl ill REM The K flutters twan the mm 

ilf.. 

ON 132 HEM 7Z=FRI PUSh aCCUMlatBf tlttfl S 

tack 

IK 133 REN 1&5-LDA Load the accumlitor v 

ith... 

KG 134 REN <=Hfi*ef for ■psidedom text 
PC 115 IEH 14i:3tore the accumulator in N 

emri location ,»« 
KC 116 REN l=Le» byte Mi 21t=Htlh bite 9 

iUiBS l+25***12=S427i. This is Ike bar 

Jvare character node control 

FJ 118 REN 114-PLD Pall tfct JCCUMlatM 1 f 

roi tie stack it restart ari final cunt 
eats 

HH ll? REM 64=rti Return friR iiterript 

ML 149 REN Chaise tbi display list 

IP 1SI POIE DLHMEEKtQL+lflUlt 

YE IS? REN Put the nc address in the IL « 

ettor at 512/513 

VH ltl PIKE 512 j B : POKE 513,1 

RA 1*5 HEN Enable the interrupt 

DR 17R PIKE 54166,141 

SI ltl LIST 



in first out basis. If you add something in. It 
goes on top; if you take something out, you 
start with the most recently added number. 
The routines in the programs here all begin 
by saving the contents of the accumulator to 



Page 6's New Atari User 



17 



the stack (decimal 72) and end by restor- 
ing the: contents of the stack to the accu- 
mulator (decimal 104). In other words, 
they use PHA and FLA so that the accu- 
mulator lit left unchanged after the 
routine. (The computer also has other reg- 
isters. If we were using these wc would 
save and restore them too). The final in- 
struction (decimal 64, assembly language 
mnemonic RTT) tells the computer to re- 
turn from the interrupt. 
The other instructions involve putting 
chosen numbers in the accumulator and 
then loading them into specified memory 
locations, Because wc are using machine 
code, we put the bytes directly into the 
hardware registers we want to change, 
rather than using Basic's shadow regis- 
ters. 



FINDING THE ROUTINE 

Memory locations 512 and 5 1 3 are the 
computer's low byte and high byte poin- 
ters to the start of the DLI routine, DL1 
machine code routines, including the ones 
In the programs here, arc often put in page 
6 of memory, which starts at location 

1536. In this case, the relevant program 
pokes are POKE 512.0 and POKE 513.6. 
Because the computer has only one inter- 
rupt vector, if you have more than one DLI 
you Have to get each interrupt Lo change 
the address at locations 5 1 2/5 1 3 to point 
to the next interrupt routine address. This 
Is covered in Program 3 below. 



CHANGING 
THE DISPLAY LIST 



You must alter the display list to call the 
interrupt To do this, you turn on bit 7 of 
the Instruction byte (add 128) at the place 
IS Fage 6's New Atari User 



IIiPUV LI5T 




T HI 




tHAHGE 


coup? 


— 



AZ III REM 

UI 202 BEN 

QZ 114 HEN 

CJ 111 GRAPHICS I : D L =P E EI 1511 1 +f 5HPEEK 15 

en 

UU 228 Fll 11=1 TD 11: REM B : POKE 1S36+M 
SlEKT 1 

FM 231 HID 72,161,58,141,16,212,141,24,2 
11,114,14 

fll 232 REN 72=PHA PttSh KCUWJliflJr onto S 
tick 

EF 214 REH 169=LB* Load the acciNUlatir * 

JL 2JB REN SB = i til but nuHbtr; r$i in t 
his cast 

JR 236 REH 14i=5T<l Men lite aeciwuUtor 

in ik Mrs lie alii as.,, 
fll 241 REN Ifl-loi bf\t afld 2l2=hi gh byte 

giving II* 2 51*212=542 12 = MI5TIC addrc 

ss to synchronise display 
NT 242 IE* 141= STB Stirs lit ac cum la tor 

in neaory locations . . . 
El 244 REM 24=low kite and 2lt-hi9lt byte 

giuini 24t25l#2lt=S3272 = harrfvart tol 

our register 
IC 246 REN 1S4=HA Pill actlWllitlr frm 

stack 

HN 211 REN €4=111 Return frON interrupt 
ZL 24S REN Pokes as for li Sifts 1 about 
D5 261 PICE IHlMEHCILUIHiH 
m 27B MIE U2,l;P»E 513,6 
Oil 2BI POKE 54216,112 
51 2M II5T 



llWltf LIST INTtFf LiPT fJ, 



-- Fll ff E-LI CALLS UP " 



THE SECOND UNE 



CJ »l REN 
IL 312 REN 
IV 114 REN _ 
RG »& REN 

CK 311 GRAPHIC! l:Bl=PEE«(S61M25WfEEIt(5 
613 

HC 321 FIR 1=1 TD 31 1 REAR BiPOIE 1516*11,1 
JiEHT R 

Iff 225 RATA 72 J 113,4 I 1«1,1 I 212 
CH 338 DATA 119,13,141,1,2,114,64 
MC 335 RATA 72,169,51,141,11,212,141,24,2 
It 

IB 341 RATA 72,169,1,141,1, 2,114,114,64 
III 341 REN lHAW Hii^ hira 

ZU 342 REN 72 IB 212 an the saw as list 

ing u upside mm text 
EE 344 REN 16f=LDA Load the accumulator 

ittt, ■ i 

EE 345 REN 13=lflj*tr, Our second III star 
ts at wwrg location 1536413=1541 

IG 346 SEN 14i=S!A Stare the accunulttor 
ii nmory locations . .. 

HA 347 REH R=lor byte and 2=h±fh byte giv 
ins t+256fl:512 



AG 346 REN U4=FLft fill acciiH froN stack 
IF 34? REN 64-IT2 Return fro* (the first) 

inter rapt 
IT 351 REN ■MMMf JMfllH^M 
AN 35Z REN 72 TU 2Bt are the sane as list 
ing 2 

KA 353 REN 72=NA Risk accBNUtator Cvhich 

bas the RiNbtr 51) onto stack 
TD 354 HEN 1H=LH Load acEH vith.. 
RA 355 REN l=AlN»tr vbich will gn iito 10 

catioi 512. in this cast, B 
II 356 REN 141=STA Store the accuwlator 

so Ntmry locations 
m 157 REN l-ltn byte mi 2=bifh Utl iit 

ing 1*256*2=512 
SK 351 REN 1A4=PU Rill accun fro* stack, 
Done tvice because it ised PNA trice 
IX 359 REN 64-fTI Return from It fa* second 

) interrupt 
FZ 361 POSE DL*12,PEEK»L*121*12B:PQKE IL 

< 21, PEER (0021)4126 
IS 371 PARE 511 f l:Rlt£ 513,6 
DV 3B1 POKE 54716,191 
SN 391 LIST 



where you want the interrupt to happen. For 
instance* if you want to change the 17th line 
of the display list (about the middle of a 
Graphics 0 screen) t the BASIC command 
would be 

POKE DL+16 r PEEK{DL+16)+12S 

where DL Ls the start of the display list. 



arc used by the computer for updating some 
memory locations, and when you switch on 
your Atari PEEK(54286)=64. indicating that 
VBJs are enabled. DLIs are not used by the 
operating system so we must set BIT 7 [add 
1 2S to the byte] in order to enable them. The 
BASIC command POKE 54286. 192 does this 



ENABLING THE INTERRUPT 

Memory location 542 86 is the computer's 
Interrupt enable address. Bit 6 controls ver- 
tical blank interrupts and Bit 7 controls dis- 
play list Interrupts. Wc saw above that VBIs 



THE PROGRAMS 

The three programs show some simple DLIs, 
The REMs In the listings should give a good 
idea of what is happening. In all cases, typing 
GRAPHICS 0 will get you back to a normal 
screen when you are finished with the prog- 



Page 6's JVeiu Atari User 



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DISPLAY LIST INTERRUPTS 



continued 



rams, as this restores the default display list 
Program 1 uses an Interrupt to print the 
screen text upside down after a few rows of 
normal texL You can print upside down char- 
acters from BASIC using POKE 755,4. The 
mil chine code routine puts the 4 into Location 
54273, which is the hardware register for 
755. 

The DL1 in Program 2 changes the screen 
colour. This is done by pulling the colour 
number in memory location 53272 [the hard- 
ware equivalent of location 710. for back- 
ground colour). If you read the listing you will 
notice that the colour number is first put into 
location 54282. This is done to stop blurtncss 
on the line where the colour changes. One 
problem with DLIs Is that you have no control 
over WHEN on the mode line the interrupt 
will occur. However, POKEIng location 54262 
(called the WSYNC register) with a number 



makes Antic halt and restart a few machine 
cycles before the end of the line. Dy making 
Antic wait before it docs the changes we syn- 
chronise the DM with the screen display. 

Program 3 was included to show how one 
display list interrupt can be used to call up 
another. We saw above that you have to do 
this If you have more than one interrupt be- 
cause there is only one place (memory loca- 
tions 512 and 5 13) for us to POKE the 
address of the DLI code. Routine 1 starts at 
1536 and routine 2 starts at 1549. LINE 370 
of the program tells the computer where to 
find the first DLL This routine then puts a 13 
Into the low byte DLI vector at location 512, 
which enables the computer to find the 
second interrupt. The program combines the 
other two interrupts, with the first one print- 
ing the text upside down and the second one 
changing the screen colour. < 



20 



Page 6's New Atari User 



DISK BONUS 



ORSON 

and THE ORSON EDITOR 
by Joel Goodwin 

A classic logic game brought bang up to date 
with true Atari Classic style graphics and an 
editor for you to create your own games 

Orson had Mown for a few months that he was not a human but a self-aware robot. 
Has human peers had told him that he was the first of his kind, however time and 
lime again the humans had refused to let Orson outside of the confines of the 
laboratory. It was all he had known for the two years of his existence. As none of 
the humans understood his self-aware programming properly they had no fdea how 
he would behave in an uncontrolled environment. But today was different. The 
humans had not visited him until late evening and it was then they offered him a 
proposition. 

Apparently, the Quark reactor which powers Europe is controlled by a supercompu- 
ter. This supercomputer crashed this morning and it managed to output some random 
data to the reactor before manual override took over. The reactor system .responded 
by depositing every Quark pod into the maintenance chambers beneath the reactor, 
which have been abandoned for many years. If the Quark pods remain out of the 
reactor core for too long they could rupture and Jet ha I radiation will flood the entire 
reactor complex. As a consequence the reactor will have to be shut down and 
evacuated - the resulting power toss will cripple the whole of Europe. 

The humans explain that Orson's robotic body is a lot more agile and radiation- 
resi slant than a human in an environment-suit. They want Orson to go into the 
underground chambers and neutralise the pods to avert the reactor shutdown, In 
exchange Orson will be allowed to explore the outside world. /^m* 

Of course its dangerous, but how badly does Orson want his freedom? v^m 



ORSON and THE ORSON EDITOR are available only on trie New 
Atari User Issue 71 disk. Disk subscribers will have received their 
copy with the magazine but the disk can be ordered separately for 
£2.95 from PAGE 6 T P.O. BOX 54. STAFFORD. ST16 I DR. Access 
or Visa orders can be accepted by telephone on 07S5 213928 
THE NAU ISSUE DISK OFTEN CONTAINS EXTRA BONUS PROGRAMS NOT LISTED IN THE MAGAZINE 



Page 6's New Atari User 



21 



DISK BONUS 



ORSON 

MC A ftjlC Using the joystick, you must move Orson to push all of the pods in a 
\7r\IVlC chamber into neutralising bays (these look like squares with rotating 
lights). Pods are heavy and Orson will only be able to push one at a time. You must be careful 
where you push pods because Orson cannot pull them if they are stuck by a wall. 
As the pods are radioactive Orson has only a short time before the radiation overwhelms him, 
The time remaining is shown at the bottom right of the screen- 
Orson has three attempts at each chamber which are denoted by crosses at the bottom of 
the screen. It you think you have got Orson into a situation where ihe chamber cannot be cleared 
you can press START to abort the current attempt. You can press OPTION to return to the 
title screen. 

Once Orson has secured all of the pods he must go to the exit transmat {a disc with two orbiting 
lights). Note that because of the reactor crisis not much power is available and the transmat 
will not be activated until you have secured all pods. If you succeed in dealing a chamber and 
getting Orson to the exit in time your score will increase and you will advance to the next 
chamber. 



NEW ORSON 
GAMES 



The 'Orson' program contains ten chambers but you can load other 
games created with the ORSON EDITOR Pressing SELECT on the tide 
screen will access the loading menu. You can load game files from disk 
(which have extender ORS) or from cassette. You can also reload the 
original game, which does not need to be loaded from disk or cassette. 



FINAL POINTS 



You can start playing from any chamber. Just press the chamber letter 
on the title screen and when you press START you wilf begin at that 
chamber. Also, you will be rewarded it you successfully complete the original game - but only 
if you start from chamber A! 



THE ORSON EDITOR 

Now you can create your own chambers for 'Orson' and baffle those who thought they had 
mastered the game! 

There are four options from the main menu which are straightforward: Edit 
game, Load game, Save game, Clear memory. The last three options are 
simple to use so I will not go into any details here. The only point that needs 
to be made is that all game files on disk will have the extender .ORS. 

MCIMTAD ^ lhe ed ^ or y° u w '' : ' control a small box cursor with the joystick. You will 
l\J\ I UK also notice that there is a bar of icons at the bottom ot the display. The 
display above Ihe bar is where the chamber that you are editing is shown. When you press 
the trigger in this area you will draw with whatever object is currently selected (see below). 
But what happens if you press the trigger on the icon bar? Here is (he description of all the 
icons (from the left to right): 



IHE MAIN 
MENU 



22 



Page 6's New Atari User 



DISK BONUS 



a 11 ip The first eight icons ere the objects from the 'Orson' game. The object currently 
wMIVlt selected has a pink line above and below it To change the selection place the 
/Sft IC^TC curs0r over a diff0rer,t object and press the trigger. Alternatively, the left/right 
UDJCvl v cursor keys will work. The large 'S' is where Orson starts. There can only be 
one starting point. Also around the edge of the chamber you can only plot walls and blank 
spaces. This is to make sure Orson cannot leave the chamber. 

AflDC ^ re * 0IJf co ^ oljr icons. If you press the trigger on one of these you can 
vvLvvKu alter the colour by moving the joystick up/down for the luminance and left/right 
for the hue Press trigger when done 

Til ip The two digit number is the time allowed to complete the chamber. To alter this press 
I JVIC the trigger on it and move the joystrck to select the time you want. Press trigger when 
you have the coned time. 



CHAMBER 



The letter is the chamber you are currently editing. Again to change rhis press, 
the trigger on it and move the joystick up/down. Press the trigger again when 
you have the chamber you want. One thing to note is that it the letter is red then the chamber 
is "invalid" - in other words it does not have a start and exit. Such chambers will be skipped 
by the 'Orson' program. Note that if the letter is green it does NOT mean that the chamber 
can be completed. This strll has to be checked by playing it yourself. 



SWAPPING 



The two arrows icon allows you to sw^p two chambers over if you wanted 
them to be in a different order. The procedure for swapping two chambers 
is simple. First put one of the chambers on the screen (use the chamber letter icon). Then select 
the SWAP icon. You will notice a box will appear around it. Now you can move the joystick 
up/down to select the other chamber. Press the trigger when you have it and the two chambers 
will swap places. 



MENU 



The icon that looks like a clipboard takes you back to the main menu. 



The 'X' icon can be used to fill the screen with a game object. To do so select the object 
you wish to fill with {though not the start symbol) then hold down the trigger on the FILL 
icon until the screen is filled with the object. 

I ICC CI If ' n 9 er>era '' Passing OPTION will abort things. Normally it will send you back to 
UvLiUL the main menu but if you press it on the main menu it will bring up the editor, 




It will also abort a chamber swap. If you are going to create a big chamber then 
you might find this helpful: Select the wall object and fill the screen, then select 



the floor object and fill the screen. This gives you a basic frame to work with. 
I have a couple of hints about creating your own chambers but feel free to adopt your own 
approach. Firstly, chambers with lots of pods can be sometimes frustrating because once you 
have worked out what to do it is very easy to make mistakes with so many pods. Secondly, 
be generous with the time - "thinking" time needs to be included. 

We//, that's about it and t hope you spend many hours creating your own devious chambers 
and spend many more hours watching others trying to complete themt 




Page 6's New Atwi User 



23 




■I -mATrn OPERATION 

The TIPSTER blood- 



j*\ /* our regular Tipster seems to have gone 
* y n\issk\g at the moment so the Grand 
I Tipster is stepping in to sort cut the 
column this issue. Mind you the Grand 
Tipster Is not so used to actually doU\g any 
work so if the style is slightly different you'll 
know why. The recipe this time is to mix a Jew 
tips that have been left over from past issues 
with a sprinkling of brand new iips that have 
found their way to the Tipsters basket in the 
pastfezv weeks to produce a heady concoction 
that wilL hopefully, delight you all 

If anyone sees the Tipsier around before the 
next column do ask htm if he stQl has that little 
yeUow disk! 



THE BRUNDLES 



Remember last issue, when Lcs Williams 
couldn't get past level 98? Well here is a. 
solution all the way [rem Germany (where 
elseE) courtesy of Bodo Jurss, 
What you need to do Is get hold of a sector 
cdf Lor after first making a backup copy of 
your Brundles level disk, Now find the fol- 
lowing 

Sector a31 or 33F(Hex) (on Side Bl) 
Byte 19 

and change the 60 to 99 
This gives you 99 seconds to solve the level 
(now if s possible!). And just In case you can't 
solve U Dodo gives us the codes for the final 
two levels 

99 = CHEAP 
100 = HIEND 

Johnny Chan also sent in the codes for 
Brundles levels 61 to 100 (presumably before 
he read them last issue E)- Thanks Johnny! 




First off this Issue is Steve Nicklin of Tarn - 
worth who has some tips for OPERATION 
BLOOD, He says to use the pause and posi- 
tion cheat from a few issues back on all levels 
but level I, 

The best Bomb strategy 

Level J - Don't use bombs. Shoot down 

all enemies 
Level 2 - Don't use bombs. Shoot down 

all enc mics 
Level 3 - Use four bombs 
Level 4 - Use as many bombs as is 

needed 

Level 5 - Don't use bombs. Shoot down 

all enemies 
Level 6- Use all your bombs. 

If the game is still too difficult then try the 
neict few tips. 

• Get rid of the tanks and helicopters 
straight away. 

• Get rid of rolling in commandoes straight 
away. Leave the little men until last. 

• ALWAYS kill the stalkers on levels 5 and 

• On some levels you will lose all your 
ammo. Persevere with the ammo that is 
given to you about every 20 seconds. This 
is not 20 seconds of game time though, 
keep it in pause mode for about 20 
seconds. 

• Shoot slightly to the side of the comman- 
does to kill them, 

Steve has also gpt some tips fur WORM IN PARA- 
DISE on how In get into the Main City, 

Take bench, C r S, drop bench and stand ott it take 
apple, eat appl e, W, W, W, north, take behemoth, wait, 
drop viSOT, S, IV, W. 



24 



Page 6"s New Atari User 



TIPS FROM THE HORSES 94 olde but goode Tips 



(AUTHOR'S!) MOUTH 

Richard Gore has been in touch with a couple of 
programmers who wrote some of the classic Atari 
games and what better place to gel some hints 
and tips than from the guys who actually did the 
programming! 

CRUMBLES CRISIS 

There are no cheats in this game but if you have 
the disk version the levels are completely inter- 
changeable. If you look at the filenames in the 
disk directory it will be obvious which ones to 
change. Note though that you SHOULD NOT 
make any changes to your master disk as you 
may corrupt it if you are not. careful. Always 
work on a backup copy. No-one takes any re- 
sponsibility if you zap your diskf 

SPACE LOBSTERS, REBOUND and TAGALON 

have no cheats, so all you hackers who have 
been trying tt> tint! (hrm, tough luckf 

BLACK LAMP 

Type FOHEST. the name of Richard Munns' 
favourite fool. ball team [the programmers both 
hall from Nottingham) during the game to make 
yourself invincible, You may restart a game by 
pressing Reset but this will [li.sengage the invin- 
cibility. 

CAVERNIA 

Type STEVIE NICKS (with the space) to jump to 
the next level 

Thanks to Richard Gore for sending the info in 
and to fvan Mackintosh for supplying tin' infor- 
mation . 



HELP WANTED ... HELP WANTED 



Robert Milton is looking for a Princess. Now 
before you ladles all send in your photos, the 
one he wants is only to be found at the 
Dungeon of Koray in THE ETERNAL DAG- 
GER. Anybody found her yet? 



A few tips Tour J their way in from 'Ye Okie Atari 8-bit 
Owner*, who it «eeira would like to remain anonymous. 

When playing SPACE INVADERS shoot the aliens 
in their column formation a* they appear on the 
screen. Repeat this for each column (depending on the 
ability of the player), i.e. follow the appearing aliens 
across the screen while continually shutting (and 
avoiding alien fine). Until the full alien formation ia on 
Screen , concentrate on shooting the lower aliens, i.e. in 
rows. The idea in shooting in columns initially is that 
the aliens must march across the serpen from one side 
to the other before they can descend tn a lower row and 
by shooting in columns you give yourself mure time 
than by shooting randomly or in rows at the lower 
aliens. Also the Hbip that scoots along the lop, despite 
its bonus, should be regarded more as a distraction as 
the time spent shooting it Slows you down (clever game 
design ploy), This method also Works fur similar games 
that use aliens marching across the screen. 

When playing MEG AB LAST (by T.K.Il and on press- 
ing fire you you hear that familiar PHUT sound, 
looking at the energy bar gives you no indication of 
how many mure shuts you can fire, If you look at your 
score and press fire, however, your score will decrease 
(so you must now monitor your score). Having a shield 
on helps and hy shooting bonus items your score can 
be brought up (an instant fix foT a big score would be 
to start a large explosion - a shield is necessary for 
this). Or find a safe spot and wait for a cell, to charge 
your energy bar. 

A quick tip for PHAHOAITS CURSE. On the title 
screen press OPTION and when prompted fur a code, 
type SYN. Then press any key and continue the game 
as normal. This starts the play at level 1, 

Perhaps Ye Olde Atari 8-biL Owner doesn't want 
people h: know (hat lie is sli'.l playing Space Invaders! 
Nothing wrong with that, mate, the old uns are still 
good uns I 



As always keep the hints and tips coming. 
You have ail done really well this time but 
we need a constant replenishment of The 
Tipster's lunch box* Remember a Tipster 
without his tips can turn really nasty, 

Send your hints, tip*, map*, solution*, 
strategics, advice, cheats, words of wis- 
dom, cries for help mid whatever else you 
can think of to: 

THE TIPSTER 
NEW ATARI USER 
P.O. BOX 54 
STAFFORD 
ST16 1DR 



Page &'& New Atari User 



25 



Features 

and ©M©^ 



'M PROUD! 



James Austin describes 
a day in the life of a 
proud 14-year old 
8-bit Atarian 



Its not easy being a 1 4-ycaT old 8 -Bit 
Atarian. Everyone at school nowadays 
has Amigas, PCs, Amstrads and even 
Jaguars(l), whilst 1 regularly worship my trus- 
ty Atari SOOXL with 1029 dot-matrix printer. 
1020 printer/ plotter, 1050 disk drive and 
1010 cassette recorder. Children at school 
continuously go around bleating 'Wlxat com- 
puter have you got?' .. 'OK a 32-Bit PC with 
monitor AND sound card ' 'Oh, T VEjus t got 
an Atari Jaguar with 4 games. Got it the same 
dag that it came out .. 'Oh, have you/ Vve a 
... " and so on. The younger children at my 
school are often chatting about what compu- 
ter their Daddy has just brought them. Even I 
get asked sometimes. When asked, I say. with 
great pride and sat is faction 'An Atari 8 Blf . 
You should see some of the looks I receive. 
Some horrified -type, some sneering 'OK You. 
should have brought a PC long ago' type 
looks, 1 get even more looks when I state that 
1 own an 8-Bit computer by choice and that I 
have no intention of selling up to buy a sup- 
posedly superior PC. Most think Tm mad. 
Smirks appear, and ihey go off. Rut I don't 
care. Why should 1? I own an ft- Bit Atari, 



IT DOES WHAT I WANT 

Recently I brought a program called TextPro 
v4.56xe from Dean Garraghty's PD library. It 
Is brilliant, a word processor with all the fea- 
tures you would ever need - mail merge, mac- 
ros, and a brilliant mini DOS menu. I also 
have TEAM MATE, a good WP /Spread sheet 
package. I can honestly say that, although J 
can use the school PCs fully, I have yet to see 
or use a PC WP package that is as easy to use 
or as user- friendly as TextPro on the Atari, 
Our school has just paid over £50 for Word 
for Windows 6 on the PC, but for my needs 
the best Just has to be TextPro. It has all that 
I want plus more. At £2,00 it makes my IT 
teacher look like a complete idiot! My honest 
opinion is that Word 6 is the biggest load of 
rubbish IVe ever seen. For DTP type jobs it is 
great, but for a simple WP package it has too 
many features. All those features - I'll never 
use them, just more things to go wrong! 

It's the same with PCs. Our PCs at school 
have gone down numerous times (seven have 
had to be repaired in the past 6 months). All 
that cost! By comparison, my Atari has never 
ever broken down once. I can honestly say 
that, for the 10 years or more of its life, it has 
never cost me or my uncle a penny, except In 
electricity costs. Sometimes it hardly seems 
fair that my friends, being PC owners, can 
walk into any computer shop and buy some- 
thing for their computer, whilst J have to send 
off for something, having sometimes never 
even seen a review, hoping that it will be what 
1 want, and then find that it is about as useful 
to my existing computer set-up as to a trac- 



26 



Page 6 s New Atari User 



tor. Trust me to send of for DAISY DOT 2 for 
my 1029, reading afterwards, when the prin- 
ter printed garbage, that is for Epson Com- 
patible printer owners! Gin 1 1 j 1 1 \\\ It pays to 
read before you buy. even if you can't look (I 
did read somewhere about Ray Goldman's 
latest baby, DAISY DOT 3 - Now compatible 
for a variety of printers'. The 1029 was not 
listed, SO I dare not send off for it. 



BIG IS NOT BEAUTIFUL 

Why is it that children always judge a com- 
puter by Its RAM size? Whenever I state that 
my machine has 64 k. they always go 'MINE 
has 254Jc* or words to that effect. IVe never 
been ashamed of the fact that my computer 
has less memory than its rivals, 1 commend 
the fact that perhaps ihc Amiga has greater 
sound facility (In some cases), and the PC has 
more memory, but the fact that I AM COM- 
*X)KTABLE WITH MY COMPUTER makes no 
sense to them. Just because I haven't a PC, 
people say that my parents Cannot afford one, 
but that simply is not the case. When my 
mum actually asked whether 1 would like to 
get one, I said "No\ I once asked one of the 
people who were taking the mickey out of 64k 
memory what the term "k* actually meant, f Je 
couldn't answer that one! It seems to me that 
everyone is going 'if it- has a higher number, it 
must be better'. Not in all cases. Take the 
130XE. Twice the memory capability, but 
same specifications otherwise. Has anyone 
EVER used the extra memory of the 130XE, 
except for RAMdisk? Not many, I bet 

Why Is It that people take the mickey out of a 
computer that they have never even heard of. 
let alone seen- They're like a bunch of ladies 
nattering over the garden wall - Look at him 
over there. HE'S gat an 8- BIT computer/ *. 
'You don't say.' .. Yeah, and he's only got 
64k RAM', You've got to laugh. Who else but 
Amiga and PC owners could think up such 
drivel? As long as you're comfortable with 
your setup, that's the main thing, I think. 

Page 6's N* 



WE ACTUALLY CARE! 

For some reason or other the Atari commun- 
ity seems different to any other computer 
community. Most people who own Atari's are 
not out for a fast buck, they support and help 
others, something which I have not seen in 
the Amiga and PC worlds. That is probably 
why we have lasted so long without official 
support for many years and the Atari com- 
munity, if it continues to be as friendly and 
helpful towards each other, wifi probably last 
for many more. This is probably why I feel 
comfortable with my Atari, I would not ex- 
change it Tor the world, not for a million PC's! 

When my IT teacher asked me about what 
computer I had, and I replied that 1 had an 
Atari 8- Bit, he asked me "Are you thinking of 
selling it and buying a PC in the future?'. 
Although I answered back "Not", quite firmly 
enough (any more firmly and 1 would have 
been at his throat}, it made mc start thinking. 
I've been an Atari 8-Bit user for about 5 
years, and as yet I hadn't given anything 
back. I'd been meaning to write something, 
but had never quite found the motivation in 
myself to put pen to paper and actually do 
anything. So I thought 'Let's do if. and ended 
up writing this article on the back pages of 
my school rough book. So tills is MY first 
contribution, my way of supporting the Atari 
world. I hope you enjoyed it. 

J would like to say a Jew words of thanks .... 
to Mr Hagger, my FT teacher, who gave me the 
motivation to write the article: to MY MUM, 
who gave me her opinion on the article; to 
Eddie of Ra.inha.rn Kent, who sold me hts 
brother-in-law's 1029 and came around time 
and time again when it broke down on Christ- 
mas Day and to Les and Sandy of NAU, who 
continue to publish the best Atari magazine 
ever to grace the UK* 

For those wlxo would like to write in with 
comments, complaints r letters of indolence 
etc., my address is: James Austin, 1 9 Clive 
Road\ Sittingbournc, Kent, ME10 1PJ 
j A tori User 27 





0)0 



LET'S WRITE 



There have been many programs pub- 
lished III the past and programs still 
being published that could benefit by 
the inclusion a small VI3I routine. The main 
problem with writing a VBI routine is that it 
must be written in machine code and some- 
how converted into a form that is suitable for 
Including ul a Basic program. There arc slill 
many good programmers on the Atari Classic 
scene who are In awe of rnachine code and 
therefore of Interrupt routines, but machine 
code programming needn't be so overwhelm- 
ing. The feet that machine code programming 
cannot be done within Basic and must be 
done a* a separate piece of programming 
using a different environment seems to put 
people off, 

Unlike the Basic language, machine code 
routines used within Basic appear to be no 
more than rows of meaningless numbers or 
meaningless strings of random characters 
which Just happen to work and do a useful 
Job. Exactly how such apparently meaning- 
less sets of DATA or strings work remains a 
mystery to some people who simply use such 
routines blindly without question. The main 
point is that although there Is nothing wrong 
in using a routine that works, how much 
nicer it would be to write a specific VBI 
routine to do a specific Job within a Basic 
program. That is what this article is all about, 
1 will guide you through the necessary steps 
from the outset of deciding what functions a 
VBI routine needs to perform, right up to its 
inclusion into a Basic program either as Basic 
DATA or as a machine code string. 



WHAT IS A VBI? 

A VBI is a Vertical Blank Interrupt routine 
which is a routine actioned in the time period 
known as the "Vertical Blank" which is a 
feature of television convention. 



WHAT'S A 
VERTICAL BLANK? 

'Hie time period known as the Vertical Blank 
is literally the period of time between the end 
of one frame of a television picture and the 
beginning or the next. A moving television 
picture is made up of a scries of still frames 
displayed In rapid succession in order to cre- 
ate the illusion of movement It does this by 
using a single electron beam forming a tiny 
spot on the screen to draw each still frame in 
a series oflines (625 in the UK) horizontally 
across the screen. The process employed in 
the convention of displaying a television pic- 
ture can be visualised in a similar way to 
reading the page of a book and this Is how it 
will be described. 

A page of a book is read in a series of hori- 
zontal lines from left to right across the page 
and when one line is completed, our eyes 
"flyback" to begin the next line which Is one 
line lower than the previous line, in television 
convention, this flyback Is know as the line or 
horizontal flyback and because it is blanked 



28 



Page 6's New Atari User 



A VBI 



John Foskett's 
in-depth tutorial 
tells you everything 
you need to know 



out (that is switched off} by the televisions 
electronics to prevent it from ruining the pic- 
ture, this flyback is known as the horizontal 
blank period. 

When reading, we slowly progress down the 
page until we reach the final line upon the 
completion of which we "turn the page 1 * to 
begin another page. But if we imagine that we 
are going to read the same page again, then 
our eyes must do a different type of flyback 
rather than the previous ly stated horizontal 
flyback. In this case our eyes must go back to 
the start of the page with a kind of diagonal 
movement. This flyback is known as a frame 
or vertical flyback in television convention 
and again because it is blanked out. it is 
known as the "Vertical Blank". 

Because in television convention, there are 
2T) still frames [or pictures} each scanned 
twice with interlaced scanning every second, 
it is clear that there arc 50 "Vertical Blank" 
periods every second which is why a VBI 
routine is actio ned 50 times per second. 



WHY USE A VBI? 

The advantage of using even a small VBI 
routine is that it works completely indepen- 
dently of Basic and so a Basic program which 
includes a VBI routine could be visualised as 
two programs working together, yet indepen- 
dently of each other. Although a VBI routine 
runs independently of Basic, the routine can 
be controlled by the Basic program via the 
use of flag registers. Since a VBI routine is 
artioned 50 times per second along with the 
computers own internal routines, there are 
many functions that it could perform within a 
Basic program 



WHY BOTHER IF 
BASIC CAN DO IT? 

The truth is that Basic can't always do It and 
if Basic can. it may involve a tfreiit deal of 
unnecessary programming. Consider for ex- 
ample the disabling of the attract mode in a 
Basic program, we would need to use POKE 
77,0 at strategic places in our program, 
perhaps in many different places. How much 
nicer it would be to Include this in a VBI 
routine which is then actio ned 50 times every 
second ensuring that the attract mode can 
never be activated. We could then simply 
forget It 

Disabling the BREAK key is also a good ex- 
ample of the advantage of using a VBI 
routine. If this is achieved in Basic and the 
program changes the screen mode then the 
BREAK key is automatically re-enabled which 
then has to be again disabled If this is perfor- 
med within a VBI routine, then It Is con- 
tinually being actioned 50 times per second 
so that even if a Basic progra m does change 
the screen mode, the VBI routine will automa- 
tically take care of it and again we can simply 
forget it 



Fage &s New Atari User 



20 



A CHOICE OF TWO TAPPING INTO 

THE ROUTINES 



Whenever switched on h the computer is 
using VBI routines of its own In order to 
perform its general housekeeping tusks, 
therefore whenever we write VBI routines, we 
arc only adding to those already there. Bear- 
ing this in mind, references are made in this 
article; to the Vtil routines as a whole and not 
just to our specially written VBI routine. 

Within the computer are two built-in VBI 
routines which can be visualised as being 
completely Independent of each other. The 
first is the stage 1 or immediate VBI and the 
other is the stage 2 or deferred VBI. Access to 
both routines Is provided via the use of vector 
addresses which in effect allow us to break 
Into the respective loop. The actual vector 
addresses are found at locations 54£ and 547 
fVVBLKI) for an immediate VBI routine and 
548 and 549 [WBLKD) for a deferred VBI 
routine. These two pairs of locations contain 
the address In the usual Atari two byte 
format. 



WHICH VBI 
SHOULD WE USE? 

The difference between the two routines is 
that the deferred VBI routine Is suspended (or 
stopped) occasionally to allow the computer to 
action some time critical operations when 
necessary. 

Because of timing constraints, an immediate 
VBI routine must remain relatively small, 
containing no more than about 3800 machine 
cycles whilst a deferred VBI routine can be a 
lot Larger having about 20,000. Because of 
this requirement and the fact that the vast 
majority of custom written VBI routines have 
no time critical operations > they are normally 
written as deferred VBI rou lines. 



As stated above, both the Immediate and the 
deferred VBI routines have vector addresses 
which can be altered to accommodate a cus- 
tom written routine. The way that a custom 
written routine is inserted into the "loop 1 ' is to 
load the address of our VBI routine into the 
appropriate vector address and let our routine 
jump to the address that was originally con- 
tained within the vector. This means that the 
vector address points to our VBI routine 
rather than the original address and our 
routine points to the original address instead, 
[n this way, the computer will action our 
routine Just as if it were an extension of its 
own routines. 

One very important point to remember is 
that the computer is using both these addres- 
ses all the time, so great care is necessary 
when altering them If a crash is to be avoided. 
This means that these addresses are being 
used by the computer even during the in- 
itialising of a Basic program, t*> if the compu- 
ter was reading them at the precise moment 
that our Basic program was changing them, 
then the computer will crash. In order to 
avoid this conilict H all VBI operations should 
be temporarily suspended during the change, 
over period. This is achieved by POKEing the 
"'N on- Maskable Interrupt. ENable" (NMIEN) 
register at location 54286 with zero prior to 
changing the vector addresses, after which 
NMIEN is reset to re -enable the VBI opera- 
tions. 

A custom written VBI routine must have 
been previously set up prior to changing the 
vector address or again the computer will 
crash since the vector will contain* at that 
precise moment, a nonexistent address. The 
point to remember fs that these vectors must 
always point to a legal address or the compu- 
ter will crash. 



30 



F-euje 6's New Atari User 



THE FEATURES 
OF OUR VBI 

It is always important to disable the atlract 
mode and the BREAK key. 

Another feature that effects the screen dis- 
play which is very difficult to contain in Basic 
but dead easy in a VBI is the CONlROL-l 
stop-start toggle. When used, this feature in- 
hibits all screen printing and can therefore 
stop a program from working properly. It is 
important I hat this is disabled. 

Because it is often necessary to ensure that 
only the uppercase characters can be used, 
such as in an input routine, we shall provide 
a "keyboard lock" to disable the lower case 
character set and all inverse characters. 
Sometimes however, all the characters are 
required so this feature must be optional. 
When enabled, (he keyboard lock will com- 
pletely disable the CAPS and the inverse keys. 

Many types of game programs require a 
Urner of some kind and although the real time 
clock at locations 18/ 19/20 is available, wc 
shall include two individual timers, one count 
up timer and one count down timer. Both 
timers will increment in one second intervals 
and will count 256 seconds after which they 
will reset This will allow lor time periods in 
excess of 4 minutes. 

Because many users prefer to be able lo alter 
the screen colour in order to suit their own 
preferences, wc shall provide a means of cycl- 
ing through all the colours in sequence. Tliis 
will be achieved via use of the STAKT key and 
SELECT will be used to reset the screen col- 
our back to the normal blue. 

Our VBI routine will be written as a deferred 
VBI routine and to summarise, it will provide 
the following .... 

1 . Disable the attract mode 

2. Disable the CONTROL- 1 stop-start 
toggle 



3. Disable the BREAK key 

4. Provide an optional keyboard lock 

5, Provide two timers, one count up and 
One count down 

6, Provide a means of altering the screen 
colours 



WHICH REGISTERS 
FOR INTERFACING? 

In order for our VBI routine to work, we need 
to reserve some registers for it to use. There 
arc a group of unused registers in page zero 
which our VBI could use H they are locations 
203 to 209. We will only need five of these 
seven registers which will be locations 203 to 
207. They will be allocated as follows .... 

203: Controls the keyboard lock, when it con- 
tains a zero, the keyboard lock will be 
enabled, but disabled when it contains a 
no n- zero value 
204: Count up timer. Read by PEEK 
205. Countdown timer. Read by PEEK 
206: Divide by 50 control (not usable) 
207: Colour cycling speed control (not usable) 

ASSEMBLER AND 
TEXT EDITOR 

Before the actual source code can be written, 
an assembler and text editor programs are 
required. Writing in Assembly Language is a 
two stage process where the text editor, which 
Is basically a word processor, is first used to 
write the source code in exactly the same way 
as one would write a letter using a word 
processor, after which the assembler is used 
to assemble the source code. The code that 
the assembler produces from the source code 



Page 6's New Atari User 



31 



is known as the object code and wtU be our 
VBI routine in machine code form, but it 
cannot be used as it stands. The next process 
to be performed is to convert the object code 
into a form that can be included Ln a Basic 
program and many utility programs have 
been written over the years which do this. The 
output file from the utility program will be our 
VBI routine in Basic. 

It is possible to write machine code routines 
directly Into Basic DATA by looking up the 
various codes and calculating the various 
addresses where necessary into the usual 
Atari two byte format, but this is very time 
consuming and error prone and should only 
be considered for the simplest of routines and 
then only with much experience. 



THE SOURCE CODE 



Type the source code listing SOURCE l, 
which Is our VBI routine, into a text editor tn 
accordance with the text editor's instructions. 
Everything that follows a semi -colon, includ- 
ing the semi -colon itself may be left out since 
this is the equivalent of Basic's REM 
conrmand. 



THE SOURCE 
CODE EXPLAINED 

The first Instruction In the source code list- 
ing is PKA [PusH Accumulator). This instruc- 
tion is used to store the contents of the accu- 
mulator on the stack for retrieval later. This is 
done because our VBI is an interrupt routine 
which wtil in effect, be borrowing the proces- 
sor for a short time after which the processor 
must continue as if it had not been Interrup- 
ted. Therefore after our VBI routine has fin- 
ished with the processor, the processor must 

32 



LET'S WRITE A VBI 
THE SOURCE CODE 

PHA 

I Disable ATTRACT and COMTF.OL-1 
LDA #0 
STA 77 
ST A 767 

-Disable the BREAK key 
LDA #&4 
STA ie 

STA 53774 

p 

-Update Timers 

INC 206 

LDA 206 

CMP #SO 

BNE CLOCK 

LDA #o 

STA 206 

INC 204 

DEC 205 
CLOCK 
■ 

\ Keyboard Lock 

LDA 203 

BNE KEYLOCK 

STA 694 

LDA #64 

STA 702 
KEYLOCK 

-Reset Screen Colours 
LDA 53279 
CMP #5 

BNE RESETCOL 
LDA #1 46 
STA 71 0 
RESETCOL 

; Cycle Screen Colours 
LDA 53279 
CMP #6 

BNE CYCLECOL 
INC 207 
LDA 207 
CMP #5 

BNE CYCLECOL 

LDA #0 

STA 207 

INC 710 
CYCLECOL 
t 

;Jump to Address 
PL A 

J MP 49602 



Source code listing - SOURCE 1 

Page 6's Neu> Atari User 



be restored to exactly the same status as it 
was previously to allow it to continue- since 
our VBI routine is only using the accumula- 
tor, there will be no need to store the contents 
of the X and Y registers as these will not be 
changed. 

Disabling the attract mode and the 
CONTROL- 1 stop-start toggle is achieved with 
the equivalent of POKE 77,0 and POKE 767.0 
which is ... 

LDA #0 (LoaD Accumulator With the 
number 0) 

STA 77 (STore the Accumulator contents 
in location 77) 

STA 767 

Disabling the BREAK key is achieved by 
using the equivalent of POKE 16,64 and 
POKE 53774,64 which is .... 

LDA #64 
STA 16 
STA 53774 

Updating the timing registers with the re- 
quired one second intervals is achieved by 
using another register (206) to count 50 VTil 
operations before allowing the timers to be 
updated once, in effect dividing by 50, Since 
there arc 50 VBI operations every second, the 
result is one second intervals. The section of 
code that docs this is ... 

INC 206 (INCrement 206 by 1) 

LDA 206 (LoaD Accumulator with the 

contents of location 206) 
CMP #50 (CoMParc accumulator with 

the number 50) 
BNE CLOCK (Branch if Not Equal to zero to 

label CLOCK) 

LDA #0 
STA 206 
INC 204 
DEC 205 
CLOCK 



(DECrcmcnt location 205) 
(Address of label CLOCK) 



This works by incrementing location 206 by 
one at every VR] and loading its contents into 
the accumulator where it is compared with 



the number 50 and ff not equal to 50. then 
the updating part of the code is bypassed. To 
show the way that this piece of code works, 
consider the Basic comparison below where 
the only difference is that, tn assembly lan- 
guage, when a location is incremented past 
255, unlike Basic it simply returns to zero. 

10 POKE £06 ( PEEK(206)+1 
20 IF PEEK(206)<>50 THEN 60 
30 POKE 206,0 
40 POKE 204,PEEK(204)+1 
50 POKE 205.PEEK(205) i 
60 <Next section > 

When location 203 co n Lai ns a zero* the 
keyboard lock is enabled and if a zero is not 
found t then the key disabling code is bypas- 
sed, thus .... 

LDA 203 
BNE 

KEYLOCK 
STA 694 
LDA #64 
STA 702 
KEYLOCK 



(INVFLG, Inverse flag register) 
(SHFLOK, Shift lock register) 



As an example of how this section of code 
works, consider the following Basic example 
[tine numbers continue from the previous 
example).... 

60 IF PEEK(203)<>0 THEN 90 
70 POKE 694,0 
80 POKE 702,64 
90 <Next section> 

Cycling and resetting the screen colours is 
achieved by delecting the START and SELECT 
keys and manipulating the colour register 
710 accordingly, thus .... 

LDA 53279 
CMP #5 

BNE RESETCOL 
LDA #148 

STA710 
RESETCOL 



Page 6's New Atari User 



33 



LDA 53279 
CMP #6 

ONE CYCLECOL 
INC 207 
LDA 207 
CMP #5 

BNE CYCLECOL 
LDA HO 
ST A 207 
INC 710 
CYCLECOL 



EM 318 DIM VBISC813 : UBlS^'HQKIHdJ F1p!1*« R 

65 32ft ADDRE55-ADR tUBlS) £ KI-IWT CftD&KESS/Z 

56) ;L0=A&DRE5S~liI*2S& 
XI 33ft POKE 54286, ft ; POKE 548,LQ:P0KE 549, 

HI: POKE 54286,64 : RETURN 



VBLSTR - see text below 



The screen colour cycling speed is regulated 
by Hie instruction CMP #5 which follows LDA 
207. To slow the cycling, increase the number 
and to speed it up, lower the number. This 
piece of code is best compared with Basic as 
before and again note that after a register is 
incremented past 255. it resets to zero (line 
numbers continue from the previous example] 

90 IF PEEK(53279)<>5 THEN 1 10 

100 POKE 710,148 

110 IF PEEK(53279)<>6 THEN 160 

120 POKE 207,PEEK(207)+1 

130 IF PEEK(207}<>5 THEN 160 

140 POKE 207,0 

150 POKE 710,PEEK(710)+t 

160 <H&xt section> 

Exiting a VRJ routine is achieved by jumping 
to an address via a JMP [JuMP) instruction 
after retrieving ihe original accumulator con- 
tents from the stack via PLA (PuU Accumula- 
tor) which is the opposite of PllA as used fit 
the top of the listing. 



OUR VBI IN USE 

Whichever assembler and text editor prog- 
ram you have used our VBI routine, once in 
the form of Basic DATA, should appear exact- 
ly the same as the DATA in Lines 350 to 370 of 
the Basic listing VBLBAS, Line 3 1 0 of the 
program loads the DATA Into page 6 and line 

34 



330 sers up the vector address. Note that the 
NM1EN register at location 54286 is POKEd 
with a zero prior to altering the vector address 
in order to suspend VBI operations during the 
change over period and then reset afterwards. 
The listing is an example program to demons- 
trate that our VBI routine is working. Follow 
the on screen instructions in order to check 
it. 

Another way Lhat our VBI routine could be 
stored is in the form of a machine code string. 
Delete lines 3 10 to 370 from the VBI.BAS 
program (nfter saving it of course) and then 
add the lines shown in the listing VBLSTR, 
Note that the address ol the string is found 
using ADR(VD1S). 

From running the amended listing, the 
advantage of a directly defined machine code 
string is obvious - virtually no initialising time 
because there is no time consuming DATA to 
load. However if something is typed which 
results in an error then a crash is likely. 
When compared with the origir.nl lisiing. the 
amended listing can be seen to be far more 
sensitive to error and prone to crashing. For 
this reason, it may be a good Idea to include a 
VBI routine in a program in the form of Basic 
DATA while the program is being developed 
and then change it into a machine code string 
upon completion . Another disadvantage of 
using machine code strings is the difficulty 
involved in typing them in, they arc inevitably 
full of awkward control characters which 



Page 6's New Atari User 



IE 11 REM i ^ 

OD 71 HEM 1 LET'S MITE 8 911 [ 
M 38 REN [PTitttn by Jtkl FHfcettl 
KO 41 REN | February IMS | 

n 58 REN | 1 

U M REN fEXAWLE H0GMM TV TEST] 
IN 71 BEH 1 BUD MI RIUTINE I 
BZ 88 PEN ' 9 
IL 31 GRAPHICS iSSIH 5MCf$f37I : SPICED" 

■ i 5PACESU7J-" " iSMCEf I21=5PflGE$ 
BE 111 fUl 753,1;? "EhWLE PROGRAH FDR 

TESUIC OUR III":? :? "INITIALISING , ." 
FA 111 HEN HiEMMllHa 
TS IfR CflSllt IMPOSITION 1,2:? "OUR VII 

ROUTINE 1$ NOM HlRlNC" 

dh lie ?;?:?:? "cunt up tiki : peer 

l2i4J=":? !? "CURT HI iiier: PEEK (2 
•51=- 

If 148 * !t S? il "PRESS Mil IB CYCLE 
SCREEI C0L8885 11 :? i? "PRESS EOTM 
IB RESET COLOUR" 
II 158 ? :? "PRESS TO EXIT" 

RZ KB POlf 281,1 :PBEE 385.8 
HI 178 POSITION 38, i!! PEEK f 214) j" - 
YD 111 PISinOR 3> f lr? PEEK 1215) ; n " 
m 111 IF PEEKI5J27»=3 THEN 221 
01 211 GITB 178 

CD zit reh GHMEMUHH 

OR 1Z8 FBR I=f TO ii: POSIT ION 1,1:1 SPACE 
S:NEKT I: HIE 752 r 8:P0KE 283,B:P0KE 71 
4,155 



DH 238 POSITION 1,8 tf "TNT ENTERING LBkCN 
CASE ANI INVERSE CHARACTERS All THE 

N POKE 203, 1 ANI TIT AGAIN.,, 
NG 148 < ;* "TIT LISTING THE PRRGRAR ANI 

PRESSING TIE BREAK KEY ANI ALS8 TRY C 

8HTR8L-1 IB STOP THE LISTING ■ * * »* 
NT 258 7 i? ,r Ttr PRESSING BEU Tl CYCL 

E THR1NEN THE SCREEN CILBNI5 AT TIE SA 

m TINE" 

NU III 1 "AS TYPING II LISTING THE PRIGNA 
ft. ... H 

LN 271 1 !? "TIT TYPING "GRAPHICS I 1 ANI 

PRESSING THE BREAK KEY...." 
ON 111 ERI 

TS 311 HEN liR«l*MMim 

Kfl III RESTORE 358: FOR 1=1 T8 U:IEI» l!P 

ORE 1536+1 jl I NEKT I 

es in rem ran 

FF 311 PICE 54211,1: PIKE 541,8: POKE S4f,l 

:PD1E 54281, 14 IRETUNN 
RY 348 REN 

IM 151 RATA 71 , 189, 1,133, 77,141,255, Z, 1» 
,141133,11,141,141211,231,218,115,210, 
111,51, 118,8, 1GS, 1,133, 288, 111,284 

NR 318 DATA 1», 215,115, 283, 288, 1,141, 182 
,1,11^64,141,111,2,171,31,118,281,5,2 
I8,S,UM48 J 141,1»,2 J 173,I1 J 2I8 

H8 378 RATA 211, 6,2RR, 15,238,287,115,287, 
211,5, 2»,7,l»,l, 133,217, 231,198,2,18 
4,78,138,194 



makes them extremely error prone. 



SWAPPING OVER 

If It Is thought necessary to use a deferred 
VBI routine as an Immediate VBI routine (or 
vice versa) then it Is simply a matter of alter- 
ing the VBI routine s final address and use 

Page 6's 



VBI.BAS -the routines in action 

the "other" vector address. Changing the de- 
ferred VBI in the Basic proflra m above into an 
immediate VBI routine is achieved by altering 
the last two statements in the DATA which 
are to be found on line 370 and by using the 
other vector address in line 330. 

If the locations 548 and 549 are FEEKed in 
direct mode, then It can be seen that they are 
the same as the last two DATA statements In 

New Atari User 35 



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LET'S WRITE A VBI 



continued 



the listing above, that is 138 and 194 respec- 
tively. These two DATA statements must be 
the same as the values stored in locations 
546 and 547 instead and so must be changed 
to 226 and 192 respectively. This change 
must also be reflected in line 330 In the above 
listing by using POKE 546 H 0 and POKE 547,6 
instead of the present vector address. 



NOW THERE ARE 
NO EXCUSES! 



A whole new world of programming has just 
opened up which is as usual only limited by 
one's imagination. There is no excuses now 
for not making great use of VBI routines. The 
possibilities are endless, so get yourself an 
assembler. 



MY ASSEMBLER 



J wrote an assembler program some time ago 
which is Ideal for use with this article. My 
assembler writes its output files directly in 
Basic DATA bypassing the need for converting 
the norma] object code. My assembler, known, 
as the "Turbo Assembler", is very easy to use 
and uses a word processor as a text editor (E 
use TcxtPro VI, 2]. My Turbo Assembler is 
ideal for beginners in machine code and 
assembly language and It may be the only 
assembler you ever need. 

To obtain a copy of my Turbo Assembler, 
write to 

Mr. John Fbstoert 
26 Auckland Road 
Kings ton-upon-Tl^ames 
Surrey KT1 3BG {England) 



36 



Page 6's New Atari User 



COJVTRBITTMS 

YOUR contributions are the 
Hfeblood of New Atari User 

All of your contributions are 
welcome but at the moment 
we need more 

GAMES LISTINGS 

BONUS PROGRAMS 

However don ' t stop sending in 
other articles and programs. If 
something interests you* you 
can be sure it will interest 
someone else so write it 
up and send it in - NOW! 



©can Oarraghty ©oftware 

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DO 

THEY DO THAT? 



From Leslie Denson comes the fol- 
lowing 

" Your suggestion of a llow do they 
do that' column Is quite interesting and I 
think you may have inadvertently started this 
off on the Issue 69 disk when you asked how 
to get NO DOS to work from DOS. Hie solu- 
tion is to add the run address $ 1 POO at the 
end of the file. I used a sertor editor, but a 
safer way would be to transfer the file to a 
new disk with the same filename but without 
write protection, then type in and run the 
following program: 

10 OPEN #1,9,0, "DiNDOSCONV.COM" 

20 PUT #1,224: PUT #1,2 

30 PUT #1,225: PUT #1,2 

40 PUT #1 ,0:PUT #1 ,31 :CLOSE #1 

The program should then work without trou- 



ble. All files with the COM extender will be 
shown in the menu, incidentally NDOSCONV 
will run with SpartaDOS without the added 
run address 



A N.C. Williamson Supplied a solution in 
^ Basic for the YN keys which we may 
W feature if this column gets going but 
also asked "What acUon do you need to take 
to be able to call up and use the extra 64k 
RAM on a 130XE or an extended 256k 
machine?" 

That ioofes like an cultele irt itself! Anyone 
core too haue a go? 

Let's see if we can get this column going. 
Send some questions to us at the usual 
address just put HOW DO THEY DO THAT 
on the tap of your letter to make sure it 
doesn't get lost in A! ran Palmer's bulging 
mailsack. • 



Page 6*s Near Atari User 



37 



TYPE- IN & DISK 

[p[g©©(gA[Ml 



PLASMA 



J^^Wl hJs program creates an effect com- 
monly seen on the PC of a gas or 
JL pjasma cloudy aJ though they can be 
Interpreted as mountain ranges, starfields or 
geographic maps depending on the colours] 
The effect is created by plotting a series of 
dots of different colours and shading in be- 
tween them using the other available colours. 
The program allows you to aJtcr X and Y grid 
steps, colours used, random seed values, 
graphics modes and draw type to create many 
effects, in Graphics 9 [16 shades) you get a 
sort of marbled or textured surface and can 
colour cycle in many different styles in 
Graphics 10, 7 and 15. 



MENU CONTROL 



From the menu use the following keys: 

D- Draw plasma cloud of current Type using 
set parameters. Press any key to quit 
drawing and return to the menu 

V- View picture. Any key for menu 

L - Load picture. Gives current disk directory 
with the selected filename extender (see 
below). Enter filename or press Return for 
menu, Format is a straight 62 (31 for 
Graphics 7) sector flic dump from the 
screen display 

S- Save picture. Enter filename or Return for 
menu 

F- Filename extender. Enter name to use as 

m 



Andy Guillaume 
presents an abstract 
pattern creator 
usually found on the 
PC but his time in 
Turbo Basic for the 
Atari Classic 



the filename extender for I^oad and Save or- 
ations 

G- Set graphics mode. At each press the 
Graphics mode number will cycle through 
10+ 1 1 H I5< 7, 9 then 10 again. Grapphics 
mode info is also displayed 

X-'Increasc X stcpfXS), Max value is screen 
width 

CNTRL-X- Decrease XS- Min value is 2 

Y- Increase Y step(Y5). Max value is screen 
depth 

CNTRL-Y- Decrease YS. Min value is 2 

E- SeL random seed value (RS), This is used in 
the draw routine, it's use depending on the 
current draw type (see below). Enter the 
required value and press Return, illegal 
values will be ignored 

T- Draw type- At each press the draw type 



Page 6's New Atari User 



cycles through: 

1 Random - Draws grid of dots using XS 

and YS with RS as a seed for the random 
colour selection 

2 Skip Up - Draws grid using XS and YS 

with RS as the number of colour registers 
to skip up through per dot 

,3 Skip Dn - Same as Skip up but goes down 
registers 

4 Up/Ooum. - Same as type 2 and 3 but 

goes up until maximum register is 
reached then down until minimum then 
up again 

5 Scatter - Plots RS amount of randomly 

coloured dots using XS and Y5 as grid 
width and height 

6 Shader - This mode takes an existing 

screen (i.e. load one in3), and shades in 
between dots on the XS and YS grid 

7 Checked - The same as type 1 but in this 

mode each block of four dots [on the XS, 
YS grid) Is cheeked to give four different 
colours if possible 

C- Colour cycle (if available). While in colour 
cycling mode, the: following keys change 
the display: 

Spacebar - Reverse cycle direction 
<- Speed up 
> ■ Slow down 

inverse key - Reverse colour flow direction 

Return - Pause cycling. Any key to resume 

Escape - Return to menu 

+ - Decrease cycling seed number 

*- Increase cycling seed number 

CLR/ SET/TAB - Toggle Glow mode 

L - Loop colour white in glow mode Note: Only 
plotted foreground colours are cycled, not 
background 

R- Register edit 

The colour register used In draw mode is 
taken from the available plot list. For each 



register available you can assign the number 
of the actual colour register to be plotted. The 
maximum and minimum colours to be used 
can thus be set. but colours in between wtU 
still be used to shade the cITccL The available 
Plot registers arc shown on the left, with their 
assigned colour register numbers on the 
right. On boo tup or when the graphics mode 
is changed these will be the same, I.e. all 
colour registers active. Use the following keys 
to edit the list: 

M - Return to main menu 

R - Reset to default 

V« ■ Decrease/ Increase number of registers 
used 

E - Edit list. A prompt will appear for each 
available plot register. Enter the new value 
and press Return, or Just press Return to 
keep the old value. Min 0, Max <numberof 

regs.> 



AN EXAMPLE RUN 

Say you want a Graphics 10 plasma, on a 4 
by 4 grid using colour registers i-7 H (not 
background ) of Checked type then proceed as 
follows 

1 - Use G to select mode 10 

2 - Press R for register edit 

3 - Decrease number of registers used by 

prcssi ng - (minus) 

4 - Press E to edit. Set values from 1 to 7 

for each respective available register 

5 - Press M to return to the menu 

6 - Set XS and YS using X and Y keys 

7 - Press T until Checked mode is on 

8 - Press E to set random seed and type in 

the required value 

9 - Press D to draw! 

10 - After drawing, press C to colour cycle 
and see that it's much better without 
the black bits of background in the 
drawing 



Page 6's New Atari User 



39 



II 1 HEN 

W 1 REN i PLASM If A, toil law t 
Yf I REN i NeH ATM I USER - APRIL 35 tt 

IY II DEN 

EI 11 TRIP 2838 

Pfl 31 BIN E$ (41 , F$ I2II , 1$ n« , RB (15} , 5T$ I 
6), TV J (56) 

« 41 TTSlXl,5fl- n l4nd«H Ifcif lip Slip DFt 

Up/lem Scatter Shader Checked " 
NS 51 5Cl=333I4:CHRi752 

pn se gsp^izexec grselect 

PP 71 XC=?!YC=v}*S=Kl 

KM 96 ST^iJSTtlX^H-TYSrcijM 

VH JB GRAPHICS XB:5ETC0L8t ^ I , KB, 18 : 5FTC0 

in xi/^tU^ETeeioR i,u,u 

OP 188 PBIE Bl^lSPOtE C UR, Kl 

YE 111 POSITION Ml:? 



F')d£hd C t cud defi 



PI 111 EXEC BHIT8P 

Ui 138 PISII1II 9,4:? 'frm fliti" 
SI 141 position 3,6:? -fload iave" 
PI 151 PISIHII M = ? 'flilena** Mt) <"jE$ 

tH1ll*« ■■ 
f * J 

SI 1GB POSITION 9,18:? s §pg edit SSed 

ill *f tilt ti 

II 171 IF IG5P=>Si IR G5F=I53 II GSP=5I THE 

I POSITION 5,12:? 'ft/cle";GITD 191 
IN 1B1 POSITION 3,11:? " 

re its mum turn? "Hsipp rnu 

IC HI A=EM:IF A>15 THEN A-fl-16 

CM HI PISIHII 3,14:? 'Ifr. Mode:", A;" " 

IT »l POSITIOR 11,14:? "X pi is r n jKU+9U 

■ ii f i 

Fli III POSITIOR 9,ii:? "Colours T T, i CPLSW 

■ it ii 

M 141 POSITION 11,11:? J, f piis : n ;BEItxi 

■ it n 
j 

LR isi positior 9,ll:? 'fl step :";iej" ■ 

II 111 PISITIIR ll,ilit "Q Step :" f Wj" 
■ 

m 171 PISITIIR it,!iil H OH31 Q ft 9 TI 

IECJ" 
N 1H SET A 

TR IN IF A=SI THEN EXEC PLftSHA :GDTfl 30 



III 311 IF A=ll THEN EXEC UIEHJGOTQ 31 
PA 311 IF A=67 AMD (CSP=X1 IN G5P-X3 DR G 

5P=5J THEN EREC CYCLE: GOTO 30 
UP III IF A=6t THEN HC=K£4X1 
OP JJS IF lONII THEN XC=M 
XI 141 IF 1=13 THEN YC=YC+X1 
» 351 IF mm TIIEI YC=tt 
TR 3fl IF 4=14 THE! RC=XC-X1 
KV 171 IF *C=X1 THEN XC=WB 
VT 311 IF A=15 TNER YC-YC-X1 
IN 3)1 IF fC=W THEN YG=NEI 
Dl 488 IF A=7i THEN EXEC LLD : GBTI 111 
AN 411 IF A-83 THEN EXEC SSI: MM 118 
Of 411 IF A=ll THEN EXEC REGE*:CQT0 118 
FA 431 IF A=71 THEN EXEC GI3ELECT 

II 441 IF A=§3 THEN EH EC CHSllGOTO 111 
MS 458 IF Az71 THEM EXEC FEED I GIT D 111 
FB 4bl IF A=S4 THEN EXEC TYPE; GOTO 111 
OH 478 GATB 171 

JJ 411 PRBC VIEH 

IB 411 EXEC SETGRM 

VD SBfl HOVE SCRjSCHjSCLEH 

m 510 GET A 

VH 511 ERIPRDC 

PR 531 PflOC SET GIN 

Ml 541 CL=l*lt!Llllf=*l 

VH 551 GRAPHICS GRH 

PN SIB EXEC BRITRP 

01 571 IF GSP=?II THER FIR 1=715 TI 711:P0 

RE N,CL+LUH:L BM=LBr**M : MEN T I 
GU 501 IF GSP=4 THEN SETCOLDI 4,XI J lt 

III 531 IF G5P=7,2 TNER SEKOLOB 4,11,11 

XT £11 IF &5P=KL OR GSP=5 TNER PORE 711, C 

L+fl:PKE 7IJ,CL+H:PDKE 710.CL+12 
IN 611 $Ci=r>PEEI(B83lP=BPEEItJ6l1 
VS 621 ENDPRDC 
HE 638 PMC SSI 
* 641 CLS : POSITION 11, XI:? 

ZB 651 EXEC FILES: IF IFFzXl THEN 131 
GT 66B BPEN ttEl,B,7EB,F$ 
GR 671 BPUT RXi.SCH^SCLEH 
ES 688 CLOSE Nil 
RS £31 CIS 



sat'S Pictu 



Page 6's New Atari User 



UP 781 ENDPROC 

OK 711 PRIC LLI 

EC 711 CLS ! POSITION lljJflf? ' IWTNJfil'l 

m 

IR 731 EXEC FILES: IF IFF=W THER 771 

EH 741 1PER NXl f 4 f 7l,F$ 

AE 751 BGET tttl ,SCti,SCLEl 

El 761 CLOSE NX! 

RP 771 CLS 

HF 781 ENBPMC 

ZY 731 PROD Gf SELECT 

KN IN G3P=tSPm 

IB til IF GSJ>>S THER GSP=3tl 

OV 111 IF GSP=X1 TNER GRN=Z3:CIL5=3:HIA=1 

53:HEl=35:5CLEN=3l48:E$= lj ,GP7 11 
OH 131 IF G3P=XI TNER GBK=9ECBL5=15itflB=7 

3 ! «EI=I31 J StLEN=7iOB JE*=" .FiP" 
11 041 IF G5P=K3 THER GRH=ll!C0LS=7 :MII=7 

3:HEl:I31:StLEN=76BB:ES= ,, .FLP 11 
JP 151 IF GSP=4 THER GRH=il:CRLS=15iHII=7 

3:HEI=lH:SCLEN=7iBI:Eii H .FLP" 
Mr HI IF GW=5 THEN tRff=?l:CHS=3: 01=15 

3:HEI=l?l;SCLE«=768l3Ei=" 1 615" 
NT 171 IF KOHI& THEN HC=HID 
BG 081 IF VOKEI THEN VC-HEI 
TL 13B IF I5>CIL5 TIEN R5=£l 
IZ 381 FOR TO C0LS:RB(»=l:NEIT 1:11 

H=CDLS 
UT 311 E NO PRBC 
II 321 P11C NEGEB 
RJ 531 CLS 

OU 341 PISITIII ll.Url "Plot" 

IF 311 POSITION IB, XI:? "Register" 

HC 318 FBB N=X| 10 RRU 

NX 371 POSITION 12,X1+M:» N 

MR 318 PISITIII 13,Z2*N:? RUIN] 

IP 331 RENT N 

01 1111 PISITIIR XI, 2R:? "WB let/lBC 8 

dit 0eS€t EefiB 11 
II 111! GET A 
MJ 1128 IF ft=77 THEN 1161 
CA 1131 IF A=II TNER FOR |:XI TO C1LS:NN( 

»=H:NEXT N:IRU=C1LS :GOTQ 931 
BY 1141 IF A=45 MB NRU)X1 THE! POSITION 



12, X2tNRU:? ■ H : POSITIOR 1J,X2*1RU;? 
■ "!IRU=NRB-X1 

VI 1I5B IF A=61 ANI INlKClLS TIEN NRIf'NRU 
m \ POSITION 12,n+HRU:? MBU : POSITION 

13, Xl*IRHi? IUIIRI! 



u 


1861 


IF AO 69 THEN 1111 


DO 
y m 


1178 

IW t V 


FOB 1~ZI TO IBM 


■r 




rS31 1111 iVj AX~ H 


uu 

VH 




BBVF FBI VB 


Fir 


I1AA 

111! 




19 n 

VII 


nil 




n I 




IF F4-" b THF1 d-JFIIfBI 'LATd IfCB 
IT rJ- IntJL H-Klf IB/ *mw 1 D 1X31 


U H 


1 lift 


M- VHL IT 11 


Fll 


1 14A 

1141 


if aitt ao iiem ^ thfi iaba 


t-L 


11 JO 


DU t U\~ A * Dfl-CTf Tlllf VT Vlllr? 

Kb lll-H trUll i 1UH ZdjAZ*Aif B> 

H 


nfl 


HDD 


it r ut ■ 


■Y 
■ i 


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■v i if inn 


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NY 


HID 


PASTTTAN II 1A 


UF 


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PlfF TIB KB 


FF 
rr 


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TBPIIT F§ 
i Brill r? 


lit 

Ml 


If IB 
Ilia 


VBFF TAB Vi 


ui 

■u 


Item 


TF t£-" n tiFI 1441 


Al 

ML 




A~ UAI fF^l 
H- VRL trJ J 


III 


If 71 


TF fin A)?S5 THFB I?ffl 




1 tBB 
It mm 


■ J—H 


711 


1T4B 


FBBPBlf 


■FIT 


11 A A 


PBOC FiEB 

r HUlr I L L V 


If v 


1 TI H 


IflSTTTflM TB B 

rvjitiBn *Bji ■ 




1 1f A 


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puPlL trHB,nv 


FH 




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w 


134B 


PIKE CNR, XI 


Hit 


1151 


IF Fii*" THER 1331 


ZJ 


135B 


L=LFJCF$1:IF L=7I BR iHl TIER 11 




11 




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1178 


||=« 


PN 


mi 


E$R2,XiTL)=F$Ul>U 


ZJ 


113fl 


CHNNB 


TC 


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1411 


5T=5T4X1:IF SI>7 THEN SHXI 


HU 


1421 


L=CST«fll-7 : SIS fXl , IJ=TYS IL, L*7I 



Page 6's New Atatl. User 



41 



TT 1438 ERffPROC 


T 1 
id 


i t a-fj 


tc tT-T TNFt FVFf TVD7 

IT 51-/ MER tJlCt 1 1 r / 




hlihr 1 I Jfl *k li fin -rm n r 

IR 1448 PRDC TTF4 


AA 


J / 70 


rill 110 ENIIRI'DlflT h! V 
tULUft MU iDi < rLU I fljl 




I'll i jrn j. _ line 

CR 145B H-fl+H5 


OF 

HE 


1 RRA 


■rp PFFIf f7S#n 0?55 THE! POP 


:GOTO 


RR 1488 ■ - h Nil NUVfCL 










iu i j Til te b— v» nn if mi tueii be—be i rnin 
JK 1171 If R-JCI OH fi-IRU THEN R5- - R5!bOrO 


riv 


% AIR 

A IP Ji Q 


BEKT f 




1451 


u u 


1B7A 


BERT I 

■l n i ■ 




11 14a B tIPPHDC 


pn 

nu 


V It Jfl 


FOR M~XB TO WTD-MC STEP HC 

1 Rim ri nP I H lUv Rl ir J 1 If 11 V 




LI 1*38 PRDC TTPb 


IP 




FAB V-tl TA HFT-YC STEP YC 




nil lEBfl 1-TUT fUTH yiff-l ■ V-TVT f UTT >VM 

PV 1DBB 1-1 A 1 iNlDYHlrJ c T- 11 1 LHEl f Tt J 




If 5R 

^ If JD 


LOCATE M Y PIC 

LVIfH >L ni Pjrlv 




SL I51B FDR l-XI ID 15 


AM 


1 HRfl 


1 RftftTF tt4Rf T P?£ 




PL 1 3 ZB 3 A -Willi I H J*mC j Ctf-RoNv it) ft YC 


RV 
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1 ft?fl 

J. D 1 ■ 


1 AFdTF H V4TF PIC 




IK I5JB 4-RrRI(257-R5] :B-A NuD IuHCL 


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i ft ft a 


i nroTF t fitf rivf pjr 




FP 1541 COLOR RUtoJlPLOT 5A,CR 




lt)B 


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KH 155B IEXT 1 


Bit 


vm 


IC2-(P4C-P1«/HC 




ZE 1511 ERBPROC 


411 
in 


1118 


FOR R2=X8 Tfl XC 




HI 1578 PRBC TTP? 


KY 


lfZ8 


IF 5T-I THER LOCATE (X+K2), 


V 00 'T 


TU i Cta * >nAHn r »n net — a urn miuri 

IH 15118 A-flftRD EZS7~B5 3 :B-fi NOP REJfKL 




F PPOXB TRER 1MB 




fi U 4 EDA -F : A till 

CM 1598 5A-Ruit) 


nr 


1)28 CBLDH P1C:PLIT K«KZjY 




Ufa 1688 CP-'XliIF 1MB THE1 LOCATE X _ KCjY 


UF 

VE 


1948 IF SKI TKEI LOCATE (1+1?) , 


(Y+YC1 

% 1 ■ IMP 


■■m 

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iPP:IF PPOXB THEH 1561 




wi -1 £ 1 S HH- V -I' ■ T F u\ if H TBRnTH J AAA T E 1 If U U 

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fit 


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CPPP 


a l 


1568 P1C=P1C*KC1 :P3C=PJC*HC2 




■ a r j f j> |t k , u j _ T p jj\ ava mi in \ Af a T UF II -t AJIjI T 

u5 18Z8 l- _ Xl:IF KJX8 AMR Y>XB THEN 1SCAT 


II 


1978 IEXT « 




E I-RC,¥-TC,L 


i j. 


1988 FBI KZ'XB Tfl XC 




Til 1 fiTD T F CA-FA ni> t*-|t|| AD *1A-I THFH 1 
III lBjff Ir UK JH-rrr UK jI-L IHE.II 1 


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1958 LOCATE X+K2,Y f PiC: LOCATE H-t|i, Y+T 


Er AS 

518 




C.PIC 




t ji ic j h faI ill nnjiji- 

fit 1648 EHDPROC 


PR 


1IB8 


YClr (PIC-P1C1 




{1 Jj A*TlAl. ■AAA All JftU 

5P 1658 PBGC PL A SUA 




1818 


FDR Y2=XB Tfl YC 




IV 1668 PORE 714*255 


RU 


1IZ8 


IF PEER f 764] 0255 TIER PBP 


:EOT0 


Ac li/B EIEC 5ETSRH 




2128 






U F 4 E BA ■ 11 UM*M — ■ Pk II J, Ajf J 

HE 1608 lUICL-IRUtXl 


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HP 1*78 B-EB 


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LOCATE mm, CY+Y2]|PF 




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us J/Bll ir Ifltfl LKtC iiraibuiu iojo 


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fit iiti tE (T-( tUCk faMllEr t^R r jtn EDI EHi T 

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2198 


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AI 174 B IF ST^JEl THEM A-RARP IIS7-H5J Jt^A 


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ERRPRDC 




LT 1771 IF ST=4 TH£I EXEC TYP4 


KM 


2188 


FSOC CYCLE 





42 



Page 6's New Atari. User 



Til 


2178 EXEC SfTGRH 


Pt GOitJ 2Z1R 


11 Li 


2188 FDR R=7B4 Tfl 712 ! PARE R,XR:REKT R 


tO Z548 PARE 764, Z55 


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2198 MVE SCR^CBiSCLEI 


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50 


2288 


5=144 1 PPP=H ; CR=X1 : 5TP=XB 1 5A=H : C 


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2228 IF PEEK (784] 0255 THER 5IP=ZI 


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2238 IF STPrXl TKEI 2228 


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2248 POKE 764,255 


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2258 S=5r5A SPOKE 77, XI 


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fit 4CTB ti — . irAi rn£ mi: nn 

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2281 IF 5)255 THEB 5=5-258 


PI 4 f f ft UFirUt j vi . yru.yrii 1 ri 

GR 2658 BF-KFtXI :Rf|.RFU*fL 


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2298 IF 5<X8 TKEI 5=5*256 


II 1 If fit TP IIP ff P ^RpE" ■ AAf fff f Ai tt AfaA A> Jl 

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2381 IF G5P=H Alt CI=Xi TREK -MBE 71 






5 # 7B6W?P0ffE 785J5SE8T8 Z34B 


PL E" "fkE "3 Oi ft-U A¥l ■ IE IJ-— A A T U E" II 4*... U A ■* JL ■ U Hit" 

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DC 

03 


2 III IF G5P=XI All CH-Xl THEM MUE 71 


nn *c*n r BTfl 

RH ZfIB iBTD 2618 




6,795,7 : POKE 712,5: GOTO ZI48 


TU 4caa pi nee *vi 

In 2191 CL05E 871 


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IF CDi-Xl ThER mm 7B9 J 7iS > 2:P0l 


if fl A >AA AJ|{ fff| At Jiff Af-lb- - JA APF II ■ M h. a J I'm Mm 

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11 




1158 


IF PEEIT7643 025S THEI 2371 


5i 27Z8 PB5ITIBB 15, XI:? OFu, used in "J 


n i 

RJ 


2188 


GOTO 2258 


DFj" Ithsfj !IF 8FUX1 THEI ? "$" 


Ir 


2178 


A=PEER 12143 


[IT 41TB IAIE fBB Vfl 

Vf JfJo POKE CBRjKB 


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lv 


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Page &' s New Atari User 



43 



Features 

and 



MURPHY'S VARIATIONS 

A personal selection by Kevin Cooke 



Many people have heard of n Murphy's 
law"; that strange phenomenon that 
seems to ensure that the worst pos- 
sible scenario will always take place. Howev- 
er, many people stQ] haven't heard of "Mur- 
phy's Laws of Computlng" H despite having ex- 
perienced them many times before. 
To help you recognise these laws, and to 
narrow the possibility of you experiencing 
them again, here is a list of some of the 
variations I have incurred. 



1. YOU WILL NEVER BE ABLE TO 
FIND THE DISK THAT YOU WANT 

Too true! You arc certain to look through an 
entire disk box before finding the program 
that you want - it will always be the disk at 
the back of the box. However, when you m-vi 
look for the disk and start from the back of a 
box, It wtlJ magically appear at the front 
again! 



2. IT IS IMPOSSIBLE FOR A DISK BOX 
TO STAY NEATLY ORGANISED 

So. you've finally get fed up with looking 
through an entire disk box to find the disk 
that you want, eh! What can you do then? 
Ah- ha! Why not devise a fail-safe storage sys- 
tem? You then spend hours organising prog- 
rams into alphabetical order. Games are put 
into one box, utilities Into another and PD 
into another. You spend a day printing num- 
bered labels so that you can easily find the 
disk s correct position when putting it away. 




Then you come back after a long day out and 
find that someone else has used almost every 
disk and totally ruined your carefully organ- 
ised system. Not only are disks scattered 
everywhere but the ones that HAVE been put 
away are tn the wrong boxes! 

3. LOCKING YOUR DISK BOX WILL 
NOT HELP 

Fed up of having your disks messed up, you 
decide to use the keys so kindly supplied with 
your disk box, Unfortunately, as you had to 
hide the keys lo stop anyone else from finding 
them, you also forgot exactly where it was 
that you hid them! In desperation, you try to 
remove the disk box lid by removing the hing- 
es. This is where you encounter law 4 



4. YOU GLUED THE HINGES IN 
PLACE SO THAT THEY WOULDN'T 
KEEP FALLING OFF 

This one explains itself. How were you 
meant to know that one day you might 
actually WANT the hinges to fall off? 



44 



Page 6's New Atari User 



5, CONFUSION ALWAYS OCCURS 
OVER FILENAMES 

At least you might eventually find the keys 
to your disk box - the effect of losing them 
can eventually be overcome. Not so with los- 
ing a disk file! How many times have you 
written a brilliant program or novel and saved 
it to disk, only to accidentally save a new file 
straight over it with the same name? Again , 
this brings us onto the next rule. 



8. THE BITS OF COMPUTER THAT 
YOU KEPT AROUND FOR SPARES 
WILL NEVER COME IN HANDY 

In fact, all they'll do Is clutter up your 
already Limited storage space. Not only is each 
part shaped so LhaL it can't be stored in a 
room-efficient way, can you ever see yourself 
needing the parts from E1G I IT broken joys- 
ticks? 



6, ONLY FILES THAT ARE NOT 
BACKED UP WILL BE LOST 

Of course you didn't. You're hardly likely to 
make a silly mistake when you've been up all 
night and have only stopped typing because 
you Ye too Ured to press the keys, are you? 

7. IF YOU BUY A PRINTER, YOU'LL 
START TO USE ENOUGH PAPER 
TO DESTROY A RAINFOREST 

At first, buying a printer seemed like a good 
idea. You can finally show someone what you 
spent the weekend doing instead of going out 
- you'll never have to carry around your com' 
plelc computer set-up and a convenient 
power source again! However, you soon real- 
ise that the printer isn't such a dream - it can 
really turn into a nightmare! As you'll never 
have got around to keeping a source of scrap 
paper nearby,, you'll start to print even your 
rough drafts on your best quality paper. The 
problem here is that you'll never spot all of 
the mistakes on your first print - you'll need 
to print the same piece at least three of four 
times before you finally get the message that 
you should check through the WHOLE of the 
document before you print another copy. My 
bin must sometimes feel like an office supply 
shop with all of the paper it seems to store. 



9. SOFTWARE THAT YOU PAID 
OVER £10 FOR WILL SUDDENLY 
DROP IN PRICE TO UNDER E5 

This is not only annoying but also costs you 
money in a way. However* don't think that by 
waiting you can save money. It is a fact that 
should you not buy a piece of software 
straight away, the company will either close 
down or will sell out. You can't Win! 



10. TEN MINUTES PROGRAMMING 
WILL LOSE YOU TEN HOURS 
SLEEP 

This is one of the worst of the bunch - it can 
get at you in two different ways. Not only will 
the ten minutes that you were supposed to be 
staying up to finish the ' keyboard Input 
routine"' turn into at least an hour, but when 
you do finally get to bed< it will be impossible 
not tn dream about better ways of doing 
something that you previously programmed. 
Watch out for nightmares about Data Proces- 
sing and high score save routines! 



So, there are a few to watch out for. There 
are many more - I'll leave you to discover 
them I 



Page 6's New Atari User 



45 



The CLASSIC 





As we return from the planet Demon we 
jind ourselves with the opportunity to 
eryoy some fun and relaxation. The 
Pudoso call fun the lifeblood of entertainment. 
So without further delay, it's time for some 
fun.., 



FUN FOR TWO 



Otic of the many new disks recently added to 
the Page 6 Library is a collection of two player 
games entitled FUN FOR TWO. There arc 
five games for you to enjoy with a friend. 



FINDING FLAGS 

The first game on the disk is one of my 
favourite two player games for the Atari 8-bit. 
CAPTURE THE FLAG was featured as an 
Antic disk bonus back in October 1989, It is 
an all -action game in which you must race 
through a maze to collect a Hag and return it 
safe ly to your home base. 

The screen layout is well designed. The top 

with 
Stuart Murray as 
your Tour Guide 



half contains the two display windows. The 
green player Is on the left with the purple 
player alongside. Capture the Flag is a dual- 
display game, i.e. both players race for the 
same flag In the same maze, but they each 
have their own display window which shows 
the area of the maze they are in. 

Below the display windows is the scanner. 
This shows the location of each player in the 
maze. Very handy for getting your bearings if 
lost in a section of the maze! 

At the bottom of the screen, the "Flags Cap- 
tured" and "Ammo" for earn player is display- 
ed. You begin a game with four shots of 
ammo. A player can blast a hole in the maze 
wall with each shot of ammo. 

Capture the Flag begins with both players at 
their respective home base. The green player 
is at the top left of the maze and the purple 
player Is at the top right. The flag is at the 
bottom centre. 

The game is a mad race th rough the maze to 
capture the flag. Try not to use ail of your 
ammo in getting to the flag - you may need it 
on your return! When a player captures the 
flag, the other player automatically possesses 
unlimited ammo. This means than while re- 
turning the flag to your home base you have 
to watch out for the other player who can 
blast holes through any wall in the maze... 
and shoot you I 

If you arc shot whilst carrying the flag, it is 
dropped where you stand and you are then 
returned to your home base. The other player 
can then pick up the flag and head for home 
(with only limited ammo). It is then his or her 
turn to watch out for you as you shoot your 
way through the maze. 

When a player manages to make it back to 
home base carrying the flag, the round is 



46 



Page G's New Atari User 



won, A tune plays and an Atari flag is raised 
in the winner's display window. The first play- 
er to capture five flags becomes the cham- 
pion. The maze changes on each round so you 
never know the direct route to the flag. 

Movement of your player within the display 
window is quite jerky. Sound and graphics 
are very average. Colours are limited. Howev- 
er, the garncpiay is outstanding! Capture the 
Flag Is two player action at its best! it is 
frantic, funny and quite simply fantastic! Who 
cares about the graphics, animation or sound 
when a game is this fun to play ! 



players play on the same screen and must 
co-operate to complete a level. Player 1 is in 
control of a bat covering the left-hand side of 
the screen. Player 2 controls another bat on 
the right. Watch out for the arguments when 
someone misses the ball! One Player & Conv 
puter mode plays in a similar manner The 
only difference is the computer controls the 
right-hand bat 

Unicum is smooth and colourful and fea- 
tures lots of levels. Jt is a hot PD version of 
Arkanoid. 



CLASSY BREAKOUT 

Moving an, the next game on the Fun For 
Two disk is a German program by the name of 
UNI ClIM, This Is a very professional presen- 
tation of Breakout for one or two players. The 
object is to use a bat (or bats} to hit a bail up 
the screen and knock ou t coloured blocks. 
Clear all the blocks and you move onto the 
next level, 

Unlcum is very much in the same mould as 
Imagined Arkanoid. Occasionally, a letter will 
fall from a block that has been hit by the ball, 
The on-screen instructions are in German so 
here are descriptions, in English, of the 
effects caused by catching the letters with 
your bat: 

$ = Slow (the ball slows down} 
L = Laser (you can shoot the blocks) 
K = catch (the ball sticky to your bat fur a 

few seconds) 
D - Double [your bat doubles In length) 
N * Next level (yon advance one level) 
£ = Extra life 
B = Bonus score 
? = Extra life or bonus score 

There are four play modes in Unicum: One 
Player, One Player & Computer Two Player 
arid Demo. 

The Two Player mode is a lot of fun. Both 

Fage G's 



DUELLING TANKS 

Next up on Fun For Two is EXWALL, a 
version of the classic tank battle game from 
Combat on the Atari VCS. One player starts 
at the left, the other at the right. In between 
arc many shaped walls. The object of Exwall 
is to shoot your opponent's tank before he 
gets yours. 

There are two types of wall - orange and 
blue. You can shoot orange walls with your 
tank. Blue walls are indestructible. However, 
by shooting and reversing at the same time 
you can change a blue wall to orange allow- 
ing you to shoot your way through it. You can 
also create an orange wall in front of you with 
this option which means you can make a 
quick tactical retreat if under fire from your 
opponent. 

The graphics and sound are very basic and 
look like a type-in game from the early 1980s. 
The gameplay is too slow to hold your interest 
for more than a few battles, however the bat- 
tlefield designs are not bad and add a strate- 
gical element to the game, 
Exwall is almost a good version of Combat* 
However, It Is let down badly in that you can 
only fire in one direction! This, added to the 
criticisms mentioned above, makes for a poor 
rating. With a bit more effort this could have 
been worth a few blasts. As it is, Exwall is 
simply a sector filler. 
New Atari User 47 



MORE TANKS 

Next up is another attempt at the Combat 
tank battle. TANK DUEL is an old Compute! 
program which looks and pEays like the ori- 
ginal Combat. 

The screen layout consists again of two 
tanks facing each other and obstacles in be- 
tween. This time there are walls and bushes. 
The object Is again to blast your opponent 
from the screen before he blasts you. 

TANK DUEL is a lot more fun to play than 
Exwall. It has the advantage of eight-way fir- 
ing which makes for better quality garneplay. 
Also, you can hide in the bushes and pounce 
on your opponent The mazes are well desig- 
ned and the explosions are nicely animated. 
The only criticism I have is that the bombs 
are pathetic and Look like the blips in Pong. 

1 liked TANK DUEL It s a good two player 
game and a reaso nab le version of Co mbat. It's 
also very indicative of a Compute] type -in. i.e. 
high quality. However, you can't beat the real 
stuff. For a mean tank battle, get yourself a 
VCS arid a Combat cartridge! 



you move on to the options menu. There are 
loads of game options available. Select Option 
4 (Easy] and you're away I 

The game is basically horizontal Pong wllh 
aliens, bombs, springs, lasers, birds, missile 
launchers, etc. You control a paddle in front 
of a wall. The object is to not. let the ball (or 
any objects) past your wall, if anything gets 
past, your plunger at the left of the screen 
moves down one notch. When It has moved all 
the way you have lost the game. 

The various objects add spice to an already 
addictive format. Aliens throw the ball back at 
you. Mama Birds eat through your wall. Mis- 
sile Launchers fire missiles at your wall. Sud- 
den Death Hocks cause a final play off by 
dropping both plungers. There is always 
something going on! Presentation is good 
with colourful graphics and various sound 
effects. Unfortunately, the garneplay is let 
down slightly by Jerky animation of the ball. 
The ball is central to any game of this type. If 
only the author had created a smooth scroll- 
ing ball then this game would have been a 
real cracker. This gripe askle. TV Jaji t* im- 
pressive. It s not the ultimate version of Pong 
but fun nevertheless. 



WAY BEYOND PONG 

All good things must come to an endand so 
wc come to the final game on Fun For Two. 
TV JAJI (pronounced JAA-GEE} is a 1990 s 
version of that 70s classic ftong, Full docu- 
mentation is included and can be read or 
printed from the main menu. 

The author. Thomas Starace, describes TV 
Jaji as "the ultimate souped up side -ways 
version of the classic volleying game with ev- 
erything but the kitchen sink". He worked on 
the program for many years and had planned 
to release it In Antic before the magazine 
ceased publication. He has now released It as 
Shareware with a Registration Fee of S5. 

TV Jaji begins with a long and impressive 
animated sequence which creates a good 
atmosphere. Press your Joystick button and 
4ft Page 6*s New 



Overall, Fun For Two is a scrumptious diet 
of frenzied two player fun, Capture the Flag 
and Unicum are wonderful examples of how 
good public domain software can be( Tank 
Duel and TV Jaji are good efforts which add 
to the value of the disk. 

CLASSIC PD ZONE MTNG: 79% 

As we approach Earth we can see the benefit 
of Jim* AH crew members and passengers are 
relaxed and rejuvenated, ready for the busy 
times ahead. After all, all work and no play 
makes your Atari 8- bit a dull circuit. Give it 
some juice without delay! 

In the words oj James T. Kirk, "It was „.fun." 

The disk reviewed was: 

DISK 250 - FUN FOR TWO • 

Atari User 



HOT® HI AIL 
TIME 

by Ian Finlayson 



DAISY-DOT 

FONT EDITOR 



good in the morning as they did the night 
before, only then realising that the original is 
no longer recoverable. 

This is easily avoided. When you load a font 
into the editor save it Immediately onto a new 
disk under a new name. All your changes Eire 
then made to the new font and the original is 
still intact when you want to use it again. 



If you are already enjoying Daisy -Dot II 
there are further treats in store, You 
have probably tried all the fonts that 
came on the DDU disk, and no doubt you like 
some and hate others, If you are not satisfied 
with this small selection there are many more 
on the Daisy Dot Accessory Disk (L )Stf 22) . 
Even with all these fonts you will probably 
feel the need for something different at some 
Lime. You may not want to start from scratch 
on a new font, and indeed this is a surprising- 
ly difficult task, but tt is comparatively easy to 
make small changes to the detail in a font to 
improve it for your personal use. 
The DDI1 font editor docs not need much 
explanation. The best way to learn how to use 
it is Jo play, but. there are one or two points 
that are worth remembering if you want to 
avoid heartache. 



DON'T CORRUPT 
GOOD WORE 

Before you go on to extensive font design you 
will want to view and modify some of your 
stock fonts using the DDI! Editor. This is flne> 
but you do not want to change a font and 
then find that your changes don't look as 



GETTING STARTED 

The font editor is no side two of the DDI1 
disk. First start your computer with a DOS 
disk, then load the font editor using DOS 
option L. The editor file is called FONTE- 
DfT.COM. 

Now you can load an existing font. Put your 
disk with the fonts into your drive and if you 
know the name of the font Just type L and you 
wlU get a prompt Load Font: Drive: in the box 
at bottom right of the screen. Type 1 for your 
first drive for another number if you are one 
of the few who have a multiple drive system!] 
and then the font name. You do not have to 
add the .NLQ extender as this Is assumed by 
the program. If you have forgotten the name 
of the font file you can browse the disk's file 
index by pressing the number of the drive 
(usually 1). This brings up the first item from 
the directory in the prompt box. Each time 
you press a key the next entry from the direc- 
tory is displayed, it Is not possible to bad the 
font directly from this prompt. You have to 
note the name and then go back to the L 
procedure described above. 

Once the character set is loaded a single 
character will be displayed in a box on the left 
of your screen ready for editing. The name of 
the font that is currently In memory is shown 
at top right of the screen and the letter or 
character that is currently being edited is also 



Page 6's New Atari User 



49 



shown. This may seem unnecessary, but if 
you make extensive modi ftcati ons your char- 
acter may not look anything ]jke the standard 
alphabetical letters. You may make a charac- 
ter set that combines capital letters and bullet 
points or other symbols for presentation pur- 
poses, or a series of patterns for borders or 
separators. 



A BIT OF EDITING 



It is possible to edit characters using the 
cursor keys, space bar and Return key, but ft 
is much easier with a Joystick, In either case 
you edit one point at a time. Daisy Dot hand- 
les proportionally spaced as well as fixed 
pitch fonts, SO different characters can be 
different widths. The height of the grid on 
which the letters are: drawn is always 16 cells, 
but the width can vary from 1 to 19. For a 
ftxed pitch font just ensure that all characters 
are the same width - this is useful when you 
are preparing a document with columns in, as 
it allows you to position columns accurately 
and consistently. 

If you are using the joystick you just move 
the cross shaped cursor to the position you 
require then press the fire button to draw the 
point. If you want to erase just press the 
space bar to switch from drawing to erasing. 
There Is an on-screen display showing 
<Draw> or <Erase> on the right near the top 
which reminds you which mode you axe in. 

The more difficult option is to use the cursor 
keys, The space bar works the same - switch- 
ing from draw to erase - and the cursor keys 
In combination wilh CTRL move the cursor 
(the + and - cursor keys bring up the next and 
previous characters In the set if you don t 
hold down CTRL). Return is used Instead of 
the joystick fire button to fill or erase a point 
SO Page 6's New Atari User 



LETTER SPACING 

You will remember that the spaces between 
characters are set in Daisy- Dot H so there Is no 
need to Include the space between characters 
when designing letters for use in DDII. The 
character must span the full width of the grid 
you have selected. If you leave space down the 
side of the character and DDll then adds 
more you will end up with unevenly spaced, 
untidy looking and difficult to read print 
The flexibility of this spacing can be put to 
good use. One of the fonts on the accessory 
disk is called Tile and it has a line drawn 
down one side of each c haracter and across 
the bottom to give a result that looks like 
miniature Scrabble tiles. 



OTHER CONTROLS 

On the righL of the screen is a short list of 
controls. Two further lists arc accessed by 
pressing Select. Some of these have been 
mentioned already and most are self explana- 
tory r The complete list is: 



< 


- Decrease width 


> 


- Increase width 


- [minus] 


- Previous character 


+ 


- Ne ict character 


O 


- Goto specific character 


T 


- Transcribe 


R 


- Restore character 


1 to 8 


- Directory of drive 


S 


- Save font 


L 


- Load font 


W 


-clear Window 


M 


- clear Memory 


P 


- Print character 


9 


- Quick print 



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F 
V 
H 

CTRL+V 
CTRL+H 
X 



print Font 
Vertical flip 
Horizontal (lip 
Vertical Scroll 
Horizontal Scroll 
cXit to DOS 



I will amplify one or two of these, 
T [Transcribe) brings in another letter. For 
instance, if you are about to work nn the 
lcrttcr R you can go to the K position in the 
font and Transcribe the beautiful P you have 
already created thus eliminating most of the 
work needed to create the new K. 

R (Restore cliaracter) reverses the current 
editing of one character. It docs not neces.'^ar- 
ily rcsiore it to the state when you loaded the 
font, only to the state at the beginning of the 
current edit of that character, This means 
that if you edit a character for a second time 
in the same session you ean only restore to 
the state at the end of the Arst edit. 



ter while M (clear Memory) wipes the current 
character set from memory [take care - this is 
irreversiblelj . 

The flip and scroll features are most useful 
for graphical work such as border styles 
where you want to set up a pattern 



FINALLY 



Even if you never create a masterpiece of a 
font for yourself it Is well worth playing with 
Fontedit. It will give you a real Insight into the 
problems and constraints that the designers 
of typefaces have to fate. Some letters are 
corn para lively easy to craft., but there arc al- 
ways some tricky ones and it can be very 
difficult to achieve a style that is consistent, 
legible and good looking across the whole of 
the upper and lower case alphabets, the num- 
erals and punctuation marks. 



W (clear Window) clears the current charac- I hope you will give it a try. Have fun! 

page &s New Atari User 



Si 



The Accessory Shop 

ISSUE 71 



CONTINUING CLASSICS 

Although there is no new software nowadays there is still a chance 
to buy the classics from yesteryear. Stocks are dwindling though and 
' this could be the last chance to complete your collection * Buy now! 



ASTEROIDS 

Asteroids surround you! Use 
your photon cannon to defend 
your spacecraft from a held Of 
asteroids which become progres- 
sively smaller^ swifter and more 
dangerous. Watch out for enemy 
saucers too! For 1 to 4 players 

ROM CARTRIDGE 

OUR PRICE £5,00 



LIMITED STOCKS 



DEFENDER 

An all-time classic from the arcades 
Aliens have swarmed over your planet 
ahernpang to capture humanoids and 
transform thero into destructive 
mulant&. Fortunately YOU command 
Defender, the meet deadly spaceship 
ever Keep an eye on the radar for the 
nan anack wave. 1 or 2 player 

ROM CARTRDIOE 
OUR PRICE £5.00 



LIMITED STOCKS 



GALAXIAN 

Swarms ol Drones, Emissaries and 
Hornets lead the way in a:iau«. and 
protect Che Commanders who guide 
1he force. Your only hope is to blast 
ihem out of ihe sky before ttiey 
destroy you. True classic excite- 
ment thai can still giva you sweaty 
paflrns, 10 skill levels 

ROM CARTRIDGE 

OUR PRICE £5.00 



LIMITED STOCKS 



MILLIPEDE 

Creepy Crawly bugs like jumping sp«d- 
bhe. buzzing bees, bouncing beetles, 
mosquloes. dragc-nlhes, inch worm* 
and earwigs have nvaded your Irhle 
garden patch and you have to blast 
last to get rid oF them! Fast action 
graphics and great sound. Us* your 
Trak-Ball for even greafar play power. 

ROM CARTRIDGE 
OUR PRICE £5.00 



limited STOCKS 



KABOOM 

The Mad Bomber is back and 
intent on blasting you to kingdom 
come unless you can get your 
buckets of water out in time to 
catch and diffuse the bombs. 
On* of the simplest concepts yet 
highly entertaining, especially for 
the kids, 

ROM CARTRDIGE 

OUR PRICE £3.95 



UMiTED STOCKS 



MUSIC PAINTER 

An enertrng educational program that 
helps to teach music by using colours 
instead ol notes. Change me rrtteen 
supplied songs to feature different in- 
struments, make the notes .Linger Of 
shorter or transcribe ynur own songs 
Mo musical knowledge required io 
make your own great music 

DISK ONLY 
OUR PRICE £4.95 



LIMITED STOCKS 



POLE 
POSITION 

THE racing game for the Atari 
Classic. Vary LitHe has im- 
proved on ihis winning formula 
that brings untold fun to young 
and old alike, 

ROM CARTRIDGE 

OUR PRICE £5.00 



TENNIS 

-or cranes and backhands, driving 
approach shots, angled volleys, over- 
head smashes and irxky lobs - you've 
got al the Slrokes in Tennisl Here's 
trie action packed game that chal- 
lenges you to play at yu jr best. Play 
singles againsl thB computer Of 
another player or doubles against 
another player 

ROM CARTRIDGE 

OUR PRICE £5.00 



UMiTED STOCKS 



10-PRINT 

Owners ol the 1029 printer just have 
to have the superb utility lhat enables 
program listings To oe primad out wrtn 
all the conlror characters jiusi as you 
see in New Alari User} as well as 
printing « any choice of font. Full in- 
structions are included for you to print 
out your letters and other documents 
in any font you choose 

DISK ONLY 

OUR PRICE £4.95 



PACE & EXCLUSIVE 



52 



Page 6's New Atari User 



CASSETTES at just 95p each! 



ISO x 

A great darts challenge Eight Oppo- 
-ents. digitised speech, two player op- 
lion, feve joyslck control, full matchplay 
icy - >i0.. a sar-se of h jmou*. £upert> 
payability 

BOMB FUSION 

A terror St gang has planted bombs 
throughout the Sellerscan? Nuclear Pro- 
cessing PUV1 a n -:3 you have Id go in 
and save the plant and possibly the 
Northern Hemisphere from destruction 

DESPATCH RIDER 

Joirt the growing band cf street demons 
who terrify the population of 1he tug 
cities 10 get the parcels th rough Plan 
your moves 10 make some money, but 
don't lake 100 long - 1rme is always 
short. Gain an rnstanl macho riling and 
be a despatch rider wiih th* simulation 

FEUD 

To win at Feud you must "oul-speir 
your rival Wizard Learoric. In Kieke's 
herb garden you will tmd the ingredients 
far your spells but tread carefully as Jt 
strange things can '">£CifMin m ihis game 
ol mage and mystery 

FOOTBALL MANAGER 

FealuiOS include Transfer Market fui 
League tables. injuries: save game 
facility; promwon and relegation; FA 
Cup malches; managerial rating; 4 OWi- 
sions; as many seasons and you like; 
pick your team using seven skiH levels. 

OHOSTBUSTERS 

Has anybody seen a ghost 1 * Matter Ot 
fact yes they have! At this very moment 
hundreds or ghosts are malung iheir 
way to the infamous spook central. 
Only you can save the world from a 
disaster ol biolical proportions. 

XGUN LAW 

Four months or bloody alien attacks 
have taken their toll ■ all 1he surviving 
inhabtf ants have tied end arson attacks )£ 
have been made on your weapon 
siores You are left 10 lighl alone 
against ruthless and bloodthirsty killers 
with just a single machine gun 

HENRY'S HOUSE 

LAtle Henry has shrunk He must naw 
gaie his way through the royal house- 
hold to find the cure Avoiding all the 
obstacles in his path. 1rom terrible 
toothbrushes, through pestilerous par- 
rots and chefs chasing chickens. Ed a 
final encou'Her wnh ihe vitous vampire! 



KIKSTART 

The ultimata ofl-road motorbike sc "am- 
ble simulator. Guide your nder carefully 
over the obstacles in this ail action 
simulator tor 1 player against the com- 
puter or 2 payers figainst eacn other as 
well a? (he clock 

KNOCKOUT BOXING 

Challenge for the Heavyweight Cham- 
pionship ot the World by boxing your 
way pest nine progressively more skilut 
opponents. You will need speed a/id 
skill to deliver stomach punches, points 
scoring head jabs or deadly upper cuts 
Your must keep your guard up or the 
referee will count you out 

LOS ANGELES SWAT 

Rescue the hostages from the terrorist 
gangs ng oul in West L A Clean 
up the streets. Blow away the bad guys 
and be a hero on network T V.! Fail and 
you won 1 be coming back 1o walch n 
All action joystick bending torrftal for 
those with 1he skill 1o survive* 

MILK RACE 

Cycling 1 .000 rnies is no mean Feat - 
and you could end up feeing pretty 
exhausted by (he time you ve linished 
playing this superb race Simulation de- 
signed wnh 1he Milk Race in irind 



MR DIO 

An old labourite in which Mr Dig has 1o 
dig 1or hidden lood supplies til the 
'Meanie' territory below ground As he 
digs he can eat cherries or Crush the 
Meames wnh apples Special ireats 
earn extra pomls and a Magic Power 
Orb can Kill all the Meames 

NINJA 

Blasis the bett oft all other martial arts 
games 1 Tnar's all i! says on lha nlayl 
Someone sure reckons this is the best 
punching, kicking, ducking and diving 
game around 

ON CUE 

A challenging real life simulation which 
combines Poet and Snooker on ihe 
same cassette An absotule rnusl for 
both enthusiasts and beginners alike. If 

Ski have ever wanted 1o be a1 the 
motile now s your chance 



INVASION 

Mobhre your units and prepare lor bat- 
tle. This all action space cori'licl re- 
quires s kit strategy and tactics You 
must destroy the weather control station 
in order 10 vnn ihe battle but every 
move you make the enemy will counter, 
and they're waning for you to sl£ up 



PANTHER 

Save the last humans on Xenon before 
the alien hordes turn them into Sunday 
roasll Take your ground art Ac*, shp 
through this 3D scrolling mega shoot- 
em- up vrfh greal graphics and unbe- 
lievable soundtrack 



PENGON 

Can you save Penguin Wily tram Ihe 
Ferocious mutam sea nons? Stun them 
by knodung them against the walls or 
crus?", Ifem 1o a hornly ng death with 
sliding ice blocks. High speed arcade 
action gams, great graphics and music 



PLASTRON 

Take your place in a small band or 

E rates out to steal lossil fuels trom the 
ggesl corporation in the galaxy. You 
must guide your shuttle craft along the 
surface of the planet Plastron to collect 
as much 1uel as you can from Ihe 
heavily defended mine lones and then 
rendezvous, with the supply tank 

PROTECTOR 

Assigned to Fort Rucker. the US Army 
Helicopter Training School your aim is 
to become the bes1 chopper pilot Ihis 
side of the Iron Curtain. Your mission 
consists ot a strategic baffle o1 wns 
between yoursetl and either another 
jioi or a computer controlled RPV 

ROGUE 

You are the ROGUE. Your mission is to 
search ihe Dungeons ol Doom for ihe 
Amu let of Yendor In 1he dungpons you 
will 1md many thngs to aid the guest Tor 
1he Amulet You will also encounter 
fearsome monsters and fiendish traps 
that will chaienge alt your skills 

REVENGE II 

T he Mutated M fool high . Laser spitting 
death camels have rebelled against 
Iheir captors the Zzyajrians and are out 
tor revenge! All action, highly graphical 
snoot-em-up Irom Jefl Winter 

ROCKFORD 

The only true arcade version of the 
classic game Boulderdash There are 
tour levels on each or five different 
worlds wrih lour screens on each level. 
It al ados up to eigMy totally dflf erent 
playing screens 

SIDEWINDER II 

It is 27 years since the final baffle of the 
war with the aliens 27 years ol peace 
have reigned m the Western Spiral Ami 
of the CaUxy All this is about to 
change. Step aboard your craft and ore- 
pare 10 defend mankind m Ir.is al! action 
space blast 

SPEED HAWK 

A smoothly scrolling arcade game m 
which yoo must Oelend ihe rmg worlds 
ol your solar system from space pi- 
rates. You alone can pilot the s fugle 
seater fighter to undertake ihe task of 
Oestroying the mutant guardian thai 
protects the Tleei C pirate ships 

SPEED ZONE 

Enter the Speed;one r- a Trantic de- 
lence aoair.sl marauding alien ICrCe* A 
survey ship sent inio me area comes 
under attack As an enerny vessel 
draws closer your "ST ARM RE" class 
attack, craft is launched 



MORE 95p CASSETTES 
ON THE PAGE 56 



Page 6's New Atari User 



93 



DISKS ... DISKS ... 



PANZER GRENADIERS 

In ihts exerting solitaire wangame you make the deci- 
sions lar a regiment d theefite p,rnii?tJred mlantry 
attached to the Panzer Gfenadiers. Your forces also 
incluoe mortar, artillery. Panzer IV. Panther and Tiger 
unite The Russian enemy is directed by the oompuler 
which will fiercely challenge you with its own comjple- 
ment of infantry, tanks and anti-lank guns. Three levels 
ol dilticulfy. joystick control, h-res graphics 

OUR PRICE £5.00 
LANCELOT 

Level 9 recreate the nme of wizards and the Knights ol 
lhe Round Table in a three- pan adventure spannmg the 
complete sagaol ihe cuesl tor the Holy G r ail. Superbly 
researched and superbly written this lext adventure is 
lull o1 atmosphere and highly recommended. 

OUR PRICE £5.00 
RAMPAGE 

It's rough and tumble all the way as you control ihnee 
incredibly na&iy characters wtiicfi Dear a remarkable 
resemblance io King Kong, Godjilta aid Woli-man 
Ihrough an orgy ol destruction in Chicago. New Yprk 
and San Francisco. You have 1 50 days or destruction in 
50 different cities. Time for some revenge! 

OUR PRICE £3.95 
THEE FACTOR 

The E factor represents lhe amaum dI 1 time ihe energy 
sources on lhe planers m our galaxy will lasi Mary 
planets need emergency ruet capsules delivered ll ihey 
are to survive. You must pkx the interplanetary course 
and guide your craft through lhe quadrants lilled with 
obstacles such as space mines, alien fighters and spin- 
ning asteroids. Can you complete a mission eelore 
another planet calls on your services ? 

OUR PRICE £3-00 

DRUID 

Another Classic m winch, as Last of lhe Great Druids, 
you wander through the Dungeons oi Acamantor with 
you* mighly Golem by your side on a quest 10 destroy 
ihe loi r demon princes. As you delve deeper into the 
dungeons you will rind chests containing spells ol for- 
midable power lo aid you and PentDgrams of Life which 
will heal and revitalise you Exceltenl graphics and su- 
perb gameplay make Ihis one of the best arcade games. 

OUR PRICE £3.95 

GAUNTLET THE DEEPER DUNGEONS 

If you have the anginal Gaum lei disk then you will 
know how good the game is and will warn to extend 
play wilh the Deeper Dungeons. Over §00 new 
dungeons are here lor you lo explore This is lhe way 
ia revive your interest in Gauntlet and play on for many 
more hours or daysl This is a dala disk only and 
requires the original Gauntlet disk 

OUR PRICE £2.95 



NEW YORK CITY 

Welcome lo The Big Apple. This hurried jungle ol steel, 
concrete and glass bristles with fascinating sights and 
more lhan its share ol danger, From lhe placid greenery 
of Central Park, there is no cily m ma world like New 
York, and boy are you about lo find thai out! As a 
visiting tourist you only have a limited time to see all the 
sighis. but New York City has a iflHe more excitement, a 
little more danger in store lhan a mere sightseeing trip 10 
Ihe zoo! 

OUR PRICE £3.95 
BALLBLAZER 

The year is 3097 and you are lhe contestant m lhe most 
competibve and by tar Ihe most popular sport in the 
universe. Jump immediately into head-ia-head action 
against a Inend or hone your skills against a selection d 
Droids. Ehher way. you're in for the malch of the cen- 
tury! Excellent graphics and split screen action have 
made this one ol Ihe Atari classics. 

OUR PRICE £3,95 
JUNO FIRST 

A Tasi and lunous space shooi 'em up translated Irom 
Konamis early arcade machine ol the same name 
Dozens ol alien craft will attack from alt sides and you 
must os quick to bias! them away and earn your 
bonuses. It you feel Ihat you are going lo die then you 
can take lhe East reson and warp away through a 
kaleidoscope ol colour Similar to invaders, thus fast 
Shooi em up will appeal to any arcade game lanatic. 

OUR PRICE £3.95 
JUGGLES RAINBOW 

A first computer experience tor children aged 3 to 6 
ihat leaches ihe concepts of above, below, lelt and 
nghrt plus tarter reccignmon allowing children 1o enjoy 
learning whh colours and music and games they can 
creale and play memselves 

OUR PRICE £2.95 
THE LIVING DAYLIGHTS 

Control James Bond through eighl last and furious 
levels from Gibraltar to Afghanistan and you will encoun- 
ter lhe SAS (friendly), the KGB (not so tnendly} and 
enemy helicopters (very unfriendly!) You are up against 
Brad vUhittaker, international arms dealer and megalo- 
maniac. Necros, his ruthless sideluck and Kcshkov. the 
double dealing KGB General. You may fall in love wilh 
the beautiful Czech cellist Kara, but can you irus-t tier* 1 

OUR PRICE £2,95 

NIBBLER 

Slinking ihrough an unknown land Nibbler finds himself 
in an iridescent world ol constant change. As lime grows 
short his body grows longer and he risks running mio 
himself. Can he survive? 

OUR PRICE £1.00 



54 



Page 6's New Atari User 



ROM CARTRIDGES 



AH brand new in original boxes, mostly shrink wrapped 
ONE ON ONE FIGHT NIGHT 



Play basketball wih iwo of America's top players in this 
great sports simulation which features realistic offensive 
and defensive moves, laiigue factors, hot sireaks, a Shot 
clock, even instant replay and a shauenng backboard! 
Like ihe game of basketball Hself. One-on-One rewards 
you for playing with your head as well as your hands 
Master the joystick moves, sharpen your liming and 
hone your rellexes Jump! Shoot! Score 

OUR PRJCE £6.00 
US FOOTBALL 

American Foolbail is a dig craze rn this country and yau 
can now play ai home Qui smart tha darence, pass with 
amazing accuracy, run wnh speed and apjilny, make 
tackles, select offensive and defensive plays and more. 
You can take on 1he computer in a practice game or 
challenge a Inend to a dramatic video bowl game or 
your own in a packed siadpum All ihe thrills or lhe 
gridiron 

OUR PRICE £6.00 
SUPER BREAKOUT 

Breakout was the original simple yet (dally addictive 
game and ihis enhanced version will provide even mare 
addictive lun Needs paddles 

OUR PRICE £3.95 

There are very few 
ROM cartridges left 
now for the Atari - 
complete your collec- 
tion while you can 



Fight Night brings you all the thrills ol lhe boxing rng as 
you lace five of the most brulaJ lighters ever. Ms five 
separate battles are loial war with relentless action. The 
Boxing ConstrudO' a lows you and your opponent 5a 
create your own perfect boxers, selecting stamina, intel- 
lect and style. Train, spar and step into the rng to pit 
your perfect boxer against Ihe computer Or another 
opponent. 

OUR PRICE £6.00 
POLE POSITION 

Even/one has heard of Pole Position, the racing game 
lhal inspired almost every racing game since. It may be 
lhe original and some other games may have added 
tealures but Pole Position still retains its challenge after 
many years One z>\ ihase games that has exactly lhe 
right balance of game play and graphics lo make il a 
|classic ihat will last forever. II it is not in your collection, 
make amends now! 

OUR PRICE £5.00 
HARDBALL 

All lhe thrills of American baseball can be yours on a 
summer afternoon in the ballpark. Sit behind home 
plate, along the left field line, down the right Field line or 
join the manager in the dugout. Look over the pitcher's 
shoulder as he throws the next ball. You control all lhe 
action of Ihe batsmen, pitchers and tieMers as you try 
and battle your way la lhe lop of the league. An exciting 
game for One or iwo players 

OUR PRICE £6.00 
BASIC CARTRIDGE 

Some programs, especially some early public domain 
programs won't run on Ihe XL/XE but they will if you 
plug in the o d version or Basic 

OUR PRICE £2,95 



DISKS ... 



SILICON DREAMS 

Taking the role of Kim Humbert ey you are a leading 
participant in the colonisation of Eden, a planet 
prepared for human habitation by an advance guard 
of intelligent robots who battle with the native and 
highly aggressive fauna. In this highly structured 
and realisifC environment you must move your mind 
into (he twenty- third century. Silicon Dreams is three 
excellent graphics adventures - SNOWBALL. HE- 
TURN TO EDEN and TJHE WQRM IN PARADISE 
from ihe masters. Level 9 

OUR PRICE £5.00 



ZORK1 

The infocom classic and tha adventure game mat 
changed the way all future adventures were written. 
The Great Underground Empire of Zork is well docu- 
mented by now and thousands of players have 
become addicts graduating to Infbc0m"s more dtffi- 
l:^ : adventures. Zo^k I is lhe ideal introductory I eve: 
adventure for beginners or Those with a little experi- 
ence. If you have never ventured underground be- 
fore now is lhe lime to Cry. ifs never been cheaper 
Lo expand your universal Classic original Infocom 
yar^kagirg wilh excellent manual and a map. 

OUR PRICE £2.95 



Page &$ Sew Atari User 



S3 



CASSETTES . . . 



MORE 35 p CASSETTES 



SILICON DREAMS 

Taking the role ol Kim Kimbertey 
you are a lead ng participant in the 
colon 'sanor of Ed&n, a planel pre- 
pared lor rurr.ar h-abiaiion by an 
advance guard ol intelligent robots 
wfio battle with the native and Highly 
aggressive iauna in this highly 
structured ar»d realistic environment 
you must move your mind inlo the 
trtenty-third cenlury. Silicon Dreams 
is ihree excel len; graphics adven- 
tures ■ SNOWBALL. RETURN TO 
EDEN and THE WORM IN PARA- 
DISE from me masters, Level 9 

OUR PRICE £5.00 

DECISION IN THE 
DESERT 

Take command at the Bantte of El 
Alamem Vou can lead either side in 
ins accurate simulation from ihe 
creators ol M5Srik« Eagle 

OUR PRICE £5.00 
LANCELOT 

Level 9 recreate 1 he lime ol wizards 
and the Knights ol iha Round Table 
in a ihree par: adventure spanning 
the campleie saga d the quest tor 
me He y Grail Superbly researched 
and superbly wniten this iext adven- 
Uro is lull o1 atmosphere and highly 
recommended 

OUR PRICE £5.00 

BATTALION 
COMMANDER 

An exciting real-lime lactical game 
with you as leucenan colonel in 
charge ol an eniirs armoured carta ■■ 
lion. Choose trom five ditferem sce- 
narios from a iraining mission 
against a Soviet tan < ballalion to 
laugh assignments against 1he 
Chinese You can adjust Ihe relative 
sirengths or your forces end the 
apposition and cnoose Trom 40 diHe- 
renl maps and 5 di lie rent scenarios. 

OUR PRICE £2.95 



STAR RAIDERS 

Battle against r« the Zylon empire m 
your slar ship in whai is protwdrjly tne 
most famous computer game ever This 
lul VB.-sdn ol the classic game nt5w 
available on cassette compteie win lull 
instnjc'iois Can y^u attend to be wrlh- 
oul Ihe program thai people bought an 
Atari lor? 



TAIL OF BETA LYRAE 

Our A-Z ol Alari Software series says 
"The ultimata Scrajmbte" clone wilh Su- 
perb graprtics and music ' A great hon- 
30nlal scrollBr 



CROSSFIRE 

You are alone in a deserted city sur- 
rounded by elans who shod! lasers 
trom every direction You 'H have 10 
concer|:ate c- w^-ere ihe sticks are 
coming tiom otherwise you 'll be caught 
in ihe CROSSFIRE One ol those lairty 
simple yel highty addictive games. 

OUR PRICE £2.95 



MUGSHOT 

Have some fun with yt>Ut $T Ctt&t- 
mg lots of hileri&m 'magttsois' lo 
entertain your femity an4 triihd* 

* Extremely easy to use 
•k Full documents lion 

* Several Print options 

* Creml fa th* kidtl 
+ Co+our or Mortc 

Treat the kids to a tun 
program that wift keep 
them quiet for hours. 

Hon aifcifHfak/romPACE Gattht 
LVWtlffl price o/jtist 
DQN7 MtSSQUTi 



TWILIGHT WORLD 

Entor 1h* TwHighl World Equpped with 
the latest in a, n A --gravity pads and Laser 
weaponry, battle your way through each 
of ihe eleven dudgeons oefaaiincj their 
I *<nd.s " ly devicj s inhabitants along Ihe 
way A game from Aran themselves i 

UNIVERSAL HERO 

Only seven seconds left tc save Ihe 
planet! Universal Hero has 10 save his 
skin and everybody etses by linding 
bhs to repar a shuttle Id get Id a planet 
10 p»ch up the spa-os. 10 rrorid a space 
freighter which is ou1 ol conlral and 
aboui to blow him and his chances ol 
gon^ng bacK to earth to atoms 



COLOSSUS CHESS 4 

Claims 10 be the besi cbes-s prog- 
ram Of flJI The wnlers o1 Sargort III 
would disagree, burl lhere is no 
doubt this is a fine chess simulation 
particularly lor advanced players 

OUR PRICE £2.95 



ST SOFTWARE 




Hdp your children with hair knowledge ol the 
world or etr-snc yoji own universe 

GEOGRAPHY TUTOR presents 
rafifJS and £|atis,1ical dalabases ol all 
oi the countries d the world 



*. Colour or Mom 

* Futty eCCUtrt* m*p* 

* Check population size 

+ Discover each country'* site 
+ Hear National Anthems 

* Quix opt/on* - {^entity com' 
tries, ttpitmis tttd more 

* Compare countries to find 
which are Muslim Of highly 
populated etc. 

This excellent ettucnilnnnl 
pTTKjmm is ncKL< available Jrom 

PAGE G at ih* IJDW, price of 
Just £3.95 - order your copy HOW! 



ORDER ITEMS FROM THE ACCESSORY SHOP WITH THE ORDER FORM 
ENCLOSED WITH THIS ISSUE OR WRITE TO 
PAGES, P.O. BOX 54, STAFFORD, ST16 TOR 
TELEPHONE ORDERS ACCEPTED OH 01 785 21392B USING ACCESS OR VISA 



SB 



Page 6"s New Atari User 




M 





with John S Davison 



SHARING 
MIDI DATA 



Ihavc losL oounL of the number of music 
related programs published for the ST 
over ihe years, and I've written about 
many of them in these pages. The total ts 
probably Into three figures by now. But 
there's one thing about many of them I've 
found extremely annoying - they use their 
own proprietary flic formats for storing MIDI 
data. This means that the incredibly wonder- 
ful songs ynu nomposc with your Stoneberk 
Sequencer and store on disk can t be read by 
your friend's Scaflab sequencer and vice- 
versa t so yotj can't easily swap files lo show 
ofTyour work to each other. 
Thai may have been the situation a few 
years back, but in fact there's now a (airly 
simple solution to the problem, The answer is 
tr> have a common lilc format that any se- 
quencer cari use as lone, as the music prog- 
ram authors choose to implement it, that is 
(and most now do). It's usually included as an 
extra file format - sequencers still tend to use 
their own native format for normal use for 
performance reasons, but if fUe interchange 
with another program is required then the 
data can be saved out using a standard for- 
mat. Hie idea isn'L new as there are parallels 
in other areas of computer applications. For 
instance engineering drawing programs have 
standard files for interchanging technical de- 
sign data between different applications* and 



Rich Text. Format has been available for some 
time now to move data between different word 
processing programs. 



STANDARD MIDI FILES 

MIDI'S answer is the Standard MIDI FUe for- 
mat Perversely, there are three standard for- 
mats, not one. They're called, with stunning 
originality. Format 0, Format 1, and Format 2 
and are intended For use in different circums- 
tances, depending on what you're trying to 
achieve. However, not many music programs 
support all three types. Format 0 and Format 
1 are found on most top flight products, while 
lower cost software often supports only For- 
mat 0. 

Format 0 Is the simplest in function. It con- 
siders everything to be a single track, so any- 
thing written out in Format 0 ends up with all 
tracks merged together into one track, MIDI 
channel identity is preserved, so the music 
will still play as it did originally, however 
when you read it into another program you 11 
find there's only one track. High spec se- 
quencers such as E-magJc s Notator usually 
have a "split" function which separates out 
the events for each channel and places them 
on their own tracks again should you require 
this. However, if your original sequence used 
multiple tracks sharing a common MIDI 
channel then splitting wouldn't work as there 
would be no distinguishing feature to identify 
which piece of data originally came from 
where. 

Format 1 gets over the limitation of shared 
channels by implementing multiple track 
support. Using Format ) if you write out a ten 
track sequence then read It Into another prog- 
ram which has Format 1 support you'll find 
you still have ten tracks of MIDI data. This 
means you donT have to mess around with 
the splitting operation, nor can you n accide- 



Page 6's New Atari User 



57 




n tally* destroy a track's independent Identity. 

Format 2 Is quite ran:, allowing you to save 
single independent tracks from within a muLli 
track sequence and read them back in to 
another appropriately equipped music appli- 
cation. If you really warn this facility you ran 
usually achieve a similar function via the 
other formats in conjunction with judicious 
use of the sequencer's editing facilities. 

Before you ask - the reason why Standard 
MJDI Files haven't completely replaced The 
proprietary formats is because of perform- 
ance, Each manufacturer uses his own 
favourite methods of compressing and storing 
data so it takes up a minimum of disk storage 
space and can be read and written quickly. 
The inevitable compromises necessary in de- 
signing a standard format lead to much big- 
ger files and slower file operations. The prop- 
rietary formats are used for "internal" file 
storage i.e. for data which is destined to be 
read and written only by the same program. 
Standard MIDI Files are produced when an 
"external" file is needed, i.e. when a file is to 
be "exported" to a different program. That 
program then "imports" the file and converts 
it to its own proprietary format for further 
internal use. 

Unfortunately, although described as a 
"'standard", there are differences in impleme- 
ntation of Standard MIDI Files between diffe- 
rent application software packages, So be- 
ware - a given combination of hardware and 
software may not work exactly as you expect. 



CROSS PLATFORM 
DATA SHARING 

A few years ago the Atari ST reigned sup- 
reme as THE computer for creative music 
applications. Thanks to Atari's indifference 
and marketing failures the IBM PC and Apple 

58 



Macintosh are now probably more popular 
music making platforms. Atari's use of the 
IBM format (more or less) for the STs floppy 
disks means that it's now very easy to trans- 
fer MIDI files back and forth between ST, PC, 
and Macintosh systems. 

The PC can read ST disks, SO can therefore 
read Standard MIDI Files without too much 
trouble. Similarly, the ST can read Standard 
MIDI Files produced on a PC, The Mac uses 
Its own floppy disk format, but does have a 
PC] compatibility function allowing it to cope 
with PC disks too, This means the Mac can 
also read ST Standard MIDI Files. This is 
great if you regularly use several different 
types of computer system (as I do) r giving you 
great flexibility in where you work. But what if 
you want to transfer MIDI data to some other 
platform which can't read IBM format disks or 
can't handle Standard MIDI Files? Well, life 
suddenly becomes a little more complicated. 

You may have an old hardware sequencer on 
which youVe prepared some music and 
stored on its built-in floppy disk drive, and 
now you need to transfer it to someone else's 
ST or PC so they can do some more work on 
it. This sort of collaborative working is re- 
quired all the time in the music making busi- 
ness. The trouble is. your old sequencer saves 
its data using a completely nun- standard disk 
format which can be read only by other se- 
quencers from the same manufacturer. A 
similar problem occurs if you have MIDI files 
on your beloved old Atari Classic h created 
perhaps with MIDI Master, and now want to 
move them onto another platform. 

Usually the only common factor between the 
platforms is that they both use MIDI, The 
common link between them is therefore the 
MIDI interface, so the solution involves con- 
necting them together with MIDI cables. Now* 
if you play back the sequence on your old 
sequencer the MIDI data will be transmitted 
down the cable to the ST. which will sec it as 
any other incoming stream of MIDI data. The 



Page eVs New Atari User 



solution then, is to use another sequencer 
program on the ST and record the incoming 
MIDI data stream, ft sounds simple, but as 
with most things there arc snags, 



FIXING THE PROBLEMS 

First, there's a question of timing. It's possi- 
ble to make the transfer in the way just de- 
scribed and the MIDJ data would play back 
OK from the ST, but if you wanted to view the 
data for editing purposes you'd have prob- 
lems- This is because you couldn't guarantee 
starting both sequencers up at exactly the 
same time, so beat 1 of bar 1 on the sending 
sequencer might occur slightly before beat 1 
bar 1 of the receiving system. The result 
viewed on a graphical score editing program 
such as Notator is horrible , with odd fractions 
of notes tied across beats and bar lines. Yon 
could perhaps use the ST sequencer's quan- 
tising facilities to drag the notes back into 
time, but this is messy and may have other 
side effects you don't want. 

The answer lies in the use of MIDI synchron- 
isation - as discussed a couple of issues back, 
if you arrange for the sending sequencer to 
act as the master, transmitting MIDI clock 
messages with its data, and set the ST se- 
quencer up as a slave so it locks onto them, 
then the two systems will run in precise syn- 
chronisation and beat 1 of bar 1 will occur at 
exactly the same time on both. When you 
view the results of the transfer with a score 
editor It now looks fine from a timing point of 
view, but you'll probably find youVe hit the 
second snag. 

Actually, we've already discussed this 
second problem. You may discover that all the 
data is stored as one track. In practice, you've 
actually used the equivalent of a Standard 
MIDI File Format 0 to transfer the data so 
nave the same problem to solve If you need 



the data separated out into its original tracks. 
Just use the ST sequencer's split function - If 
it's got one. Some ST sequencers are able to 
do the separation "on the fly'\ They can look 
at the channel information as the data is 
received and route the MIDI events straight to 
their appropriate tracks -just like a Standard 
MIDI File Format 1 transfer. This is the per- 
fect solution if your software supports it. 

Unfortunately there arc a host of other little 
snags that can crop up when transferring 
data in this way. and we don't have space to 
discuss them here. However, it is a viable 
practical method and lYe actually used It In 
anger on several occasions - but Standard 
MIDI Files are usually much less hassle if you 
can use them. 



THE FINAL SEQUENCE 

Well, that's about it as far as our detailed 
exploration of MIDI goes. We've covered a lot 
of ground since this series of articles began 
about a year ago, and I hope you've found it 
interesting and useful. I'm still fascinated by 
the whole concept of MJDI and believe it's one 
of the best thing that's happened to the music 
world In the last 20 years. It's also about the 
only application area that caused the Atari ST 
to be taken seriously by the world at large, as 
most professional music production Studios 
haw had at least one ST system in their 
inventory at some time. Without MIDI the ST 
would have been just another 'home compu- 
ter". More importantly, through MIDI creative 
music making facilities have expanded 
beyond recognition . and It's brought a host of 
new music application tools to both amateur 
and professional musicians. It has also been 
responsible for the production, and perpetra- 
tion onto an innocent public, of some truly 
awful music ... but that's another topic entire- 
ly! • 



Page 6's New Atari User 



59 




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THE WORLD 
OF BUDGIE 

Budgie UK were the first 
company to use the License 
ware' concept They offered 
their software disks at fixed 
prices of £2, 75 - £395 which 
allowed themselves, tfw au- 
thor and the PD library a slice 
of the cake. Most importantly* 
payment ia the authors meant 
a constantjlow of low-cost 
quality software for the end 
user. 

Sadly, in late 1994 Budgie 
UK decided to stop supporting 
theAtad ST. However, they 
did at ieast release all their 
disks into the public domain 
which assures the continued 
availability of their current 
range of titles. It also means 
that all Budgie disks are now 
the Same price as normal PD 
disks, 

PD Roundup this time offers 
you a glimpse klto the world 
of Budgie ', 

by 
Stuart 
Murray 

80 



BINGO! 

PRO BINGO 
CALLER is a 

professional 
Bingo system 
for your ST, It 
brings the 
game of Bingo 
directly to 
your home or 
social group. 

After an impressive title pic- 
ture you are presented with 
the main screen and asked 
"Do you want to print any 
Bingo Card books?". By fol- 
lowing a number of prompts 
you can use Pro bingo Caller 
to print out your own game 
books - very handy if you arc 
planning a game of Bingo for 
charity. Batch codes are 
given to each book allowing 
you to check that a winner is 
using the correct book for a 
particular session. 

The main screen is well de- 
signed and contains all the 
necessary information for 
Bingo calling. The numbers 
(01-90] are displayed at the 
top. When called they are 
bordered so that claims may 
be checked. 

At the left-hand side of the 
screen there are three boxes 
displaying the amount of 
Page G s New Atari User 



"numbers called" t "call num- 
ber showing"', and "last num- 
ber called"'. Over on the right 
arc another three boxes. 
"Playing for" can be one line, 
two lines or full house. This 
serves as a reminder to the 
caller of what is being played 
for. The "batch code" box dis- 
plays the 4 -digit security 
code for the session. To 
cheek which game is in prog- 
ress, refer to the "playiog 
game" box (e.g. "1 of 4"}, 
The large window at the cen 
tre of the screen displays the 
call number showing. At the 
beginning of each game, a 
large "EYES DOWN" is dis- 
played. You then use the 
Spacebar to call numbers. 
Pro Ringo Caller is an effec- 
tive, easy-to-use program. It 
comes complete with a prin- 
ted manual. 



LET'S GET 
DIZZY! 

Budgie UK have also re- 
leased quality educational 
software, FUN TIME is a 
collection of eight educational 
games covering a variety of 
Lopics. Tills disk is aimed at 
children aged 5-8, The cen- 
tral character of Fun Time is 
a chap called Dizzy who 
sports a blue head and red 
nose! 

The games are split into two 
groups of four. The first 
group consists of Shape Fun, 
Keyboard Fun, Clock Fun 
and Picture Fun. 

Shape Fun is a simple cori - 
centra lion game in which you 
must match pairs of coloured 
shapes hidden behind closed 
doors. To open a door you 
must click on it with the 
mouse. There are three diffi- 
culty levels which range from 
three to seven pairs of 
shapes. 

Within Keyboard Fun there 
are four games. You begin 
With the Capital Letters 
Game. A screen appears dis- 
playing a snake* tree, wall 
and keyboard. After a letter 
scrolls smoothly along the 
wall you must enter it on 
your computer's keyboard. 
The object of the game is lo 
help the snake climb the tree 
by correctly entering each 
letter. 

Next up is the Lowercase 
Letters Game which plays in 
the same manner. The Para- 
chute Came Is a race against 



l t f T-. nou?c 

r D PL ftV ■ 



time. As a letter 
falls from the sky 
you must enter it 
on your compu- 
ter's keyboard be 
fore It hits the 
ground. The rate 
of descent in- 
crea scs afte r a 
while and becom- 
es very fasL The 
final game within 
Keyboard Fun is 
called The Word 
Game. A five letter 
word is displayed 
on the screen. 
You must enter 
this word correct- 
ly to progress. 
Capital and lower- 
case letters are 
mixed within each 
word, e.g. 
"WHIcH", If a 
wrong letter is en- 
tered, a magnet 
ea rries i t off and 
replaces it with 
the correct letter. 

Fun Time also 
teaches children 
how to tell the 
time. In Clock Fun, a large 
clock face displays a time 
and the child must use the 
mouse to enter this time from 
a grid of numbers. A 24 -hour 
clock lesson is also included. 

The final game In the first 
part of Fun Time is called 
Picture Fun. It is a word/ 
picture identification game. 
The screen displays an object 
within a picture frame. There 
is a ladder on cither side of 
the frame, Dizzy Is on the 
bottom rung of the left lad- 
Page 6's New Atari User 




DIZZH 

FLINT 1 ME 




■SI 


innn 


i 


"TlgS 1 










A I GMT MOUSC 
FQH HFI, P 





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IftfrCLflOiS* 
ENTER 


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CLOCK 
| FUN 



der. On the opposite ladder is 
The Meante! You must help 
Dizzy to reach the top of his 
ladder by successfully iden- 
tifying the object in the pic- 
ture frame from a selection of 
five words. 

The other four games on the 
Fun Time disk arc Money 
Fun 1 & 2, Seasons and 
Mouse Fun. They cover the 
use of coins, the seasons of 
the year and the ST mouse, 
Seasons Fun is particularly 
impressive, 

61 



Fun Time I* a disk packed 
with fun educational soft- 
ware. The eight games are 
veiy user-friendly and the 
hands-on approach to each 
will hold the interest of the 
child. The presentation Is col- 
ourful and humorous. Good 
value for money! 

The Page 6 ST Library cata- 
logue mentions that there arc 
a few bugs In Fun Time 
which cause the game to 
hang up, 1 spent quite some 
time examining the eight 
games in detail and experi- 
enced no such problem. 
Apart from the odd icon sha- 
dow and an annoy ingly Jerky 
mouse pointer In a part of 
Mouse Fun h my copy of Fun 
Time played just fine. 

BUDGIE 
DISK MAGS 

Maggie is a disk magazine 
by The Lost Boys demo crew. 
Each issue Is heavily influ- 
enced by their love of prog- 
ramming demos. 

MAGGIE 7«0 begins with 
two intro demos featuring - 
scrolling messages* music, 
starflelds. etc. The first demo 
is not bad. The second isn't 
up to much. There are 
dozens of articles on the disk 
covering a wide variety of 
topics. There is an editorial a 
show review plus lots of 
cheats, reviews (including 
Gods, Navy Seals and Team 
Suzuki), interviews, program- 
ming tips, jokes p etc, There is 
also a PD section with re- 

62 



views of The Decade Demo, 
Dark Side of the Spoon, The 
Yo Demo and Tomorrows 
World. A drop-down menu 
format is used to select an 
article. You can also alter the 
background music, print 
text, etc* The bonus demo on 
Maggie 7.0 is The Flying 
Brains which features spin- 
ning brains in a 3D startle Id. 
The function keys select the 
presets and you can change 
the music with the 0-9 keys. 
A reasonable effort. Also on 
the disk are some utilities in- 
cluding a couple of virus 
killers. 

Maggie 7,0 is nothing spe- 
cial. A few of the articles arc 
interesting but most are the 
usual demo-obsessed offer- 
ings. The demos on the disk 
are of average quality. The 
virus killers may prove useful 
to those without UVK. The 
editor or Maggie 7.0 describes 
it as "left overs" from pre- 
vious issues. I tend to agree 
with him. 

Budgie UK also brought us 
The Ledgcra - a disk maga- 
zine by another demo crew 
known as The Untouchables. 
The Ledgers is very similar to 
Maggie. 

THE LEDGERS VOL.S fea- 
tures a huge test section. 
You select the type of article 
by playing a platform game in 
which you control a warrior 



character with your Joystick 
or keyboard. The graphics 
arc of commercial quality. By 
standing in front of a door 
and pressing your Joystick 
button (or hiLting the Space- 
bar) you enter part of the text 
section. These parts include 
features, usuals. cheats, 
jokes, reviews, serious stuff, 
gallery, news, interviews, etc. 
There are reviews of Midwin- 
ter II and Stereo Master. The 
cheats section features Ijotus 
2, Turn can > Lemmings and 
Rail Road Tycoon. There are 
also short stories, poems, 
pictures, etc. The software on 
the disk includes a OIK Image 
display er (mono), The C 
Scries. DiskToolboK V2.03 
and some Kick Off goals. 
There seems to be more on 
The Ledgers Vol.fi than on 
Maggie 7.0. There are many 
articles of interest, although 
some of the jokes are terrible! 
This disk mag is again heavi- 
ly influenced by demos but 
it's certainly worth a read. 



GAMES US 

Of course. Budgie were best 
known for their high quality 
games. Next time in ST PD 
Roundup I'll take a look at 
some truly great titles. Bud- 
gie all the wayt 



ROUNDUP RATINGS 

ST1 008 PRO BINGO CALLER 78% 

ST507 FUN TIME 86% 

SPECIAL MAGGIE 7.0 59% 

ST641 THE LEDGERS VOL,8 64% 

Page 6 s New A tari User 



contact ... contact ... contact ... 



ST STUFF t Preefceys for ST, £10 * p&p; 
Upgrade 10i 'h meg STE. FREE + 50p p*P 
over 100 boxed ST games from £1 ; over 
300 XLfXE disks and tapes. 1rom 25p Will 
consider any swap I may have the Hem 
you warn, send for 1 65 Steve. Flat 3, 50 
The Sleyna. Bognor. Tel, 017S3345SQ 

VARIOUS; ir^o d.sk drive, C25; lOlO 
recorder, £5; all PSU leads Biz included 
Magazines - Alari User Vols 1, 2, 3 
COrrplete. Vol 4 No* 1-7. NAU 3&-44 
int. 50p a ccoy r**s pap PAGE 6 INos 
16, 17, 20. 211 , 22. 24 - 37 inc. 50p each 
plus p£p: fiOOXL Dus1 cavers, new £1 75 
(only 3); Disks - Zwk I and II. boxed, £5 
mc pip; Books - Ccmpjle! s Second 
Book of Alan. Vgc. £6; SAMS Program- 
mers Reference Guide lor ih b 40uVSCO. 
ES; Atari Sound amd Graphics, £5; Com- 
pute 1 s Machine Language For Beginners 
Vgc. £5. All books p)u4 £1.30 pip. Phone 
Kent 01634 37S128 



MAC 6S ASSEMBLER: Wanted MAC 65 
cartridge or Alari Assembler cartridge 
Your price paid, my old one kaput Also 
manual (I I am Ducky. M. Tomlm. 26 Ma 
lyons Fetmores, Basjldr>n. Essex S513 
lPJ Tel 0£6$SS4991 

GAMES WANTED: For 1he XL'XE - The 
Eidolon, Autgduel, f Q , iha ST - The 
Pawn, Guild of Tbieves Wil swap or 
ever give you money! Sieve, Flat 3. ID 
The Sieyne, Bognor. Tel 0978334S80 

SOFTWARE: Warned lor (he XL ■ Page 
Design* , Rubber Stamp. Typesetter (my 
copy has been damaged), Superscript, 
Viciagraph Hoi Wmcow, Print Shop, The 
News Room. Painl-ooard, The Home 
Acooun'ant, Book Keeper Kn, [ouch lab- 
el, traJdsall. light-pen, R-Time . Sparta- 
lJos X or any other add on. Please write 
10 K Smnh. 90 Blythe Street, Wombell. 
BarnsJey. S. YorKs. S73 BJF 



FOR SALE 



XE SYSTEM; Atari 13CXE Atari S00. 2 X 
1050 d*k drives. lDTO cassette. De Re 
Atari. Programmers Relerenca. manuals, 
various software, books. maga7ines, dis- 
kettes and disk boxes £100 O.V.n.o, {no 
spJhs) Telephone 20S6B0 

XLSVSTEMi &0OXL, 1D10, 10 games on 
tape, tghi-gun (no ROM). 3 ROMs, joys- 
tick. aH unboxed rx.1 with all manuaft a^d 
cables except XL io Soarl E50. S00XL. 
1050 jwslh wNe-protect swrlch), 30 
games on disk jouch tablet (witti ROM), 
al manuals ano cables axcepi XL to 
Scart. Si 00 P&P inclusive WnlelO 
Chrrsliae 'Red De»elis, 3£1 Rue Leon 
Blum. 62232 Aiinezin. France 

GAMES: ROMs' Flighl Smulator 2 fwrth 
French manual). £20; Ga10 (and manualj. 
CIS. One-on-One icomplelei. £5, Peanut 
flor young), ts TAPES: Oriie s Fofiee, 
Shamus. Vegas Jackpol, Speltoound, Cl 
each. Chimera. Road Race. Z 2 each. 
Zorro, Spy Hunter. Up n Down and Tap- 
per. C3 each. Wrne to Chrtslian 'RBd' 
Details. 321 Rue Leon Blum,, $3232 
Annezin. France 

HAR0WARE: 1020 (no box, needs new 
pens). £$0; 1010 (as new in box), £15. 
bad light-gun for spare, £5 WrMe "o 
Christian 'Red' Delehs, 321 Rue Leon 
Blum. 62232 Arvnez in. France 

DISKS ANO BOX: Tandy 50 disk iocm- 
able 5^i" disk hie m origi*\ai sealed wao 
ping, CS. 30 Tandy Unversal cenMied dis- 
Kettes., new and original wrapping, £5 50 
■nc postage. Stan Shearing, l7Fair1ieki 
Road, Southall. Middle U&l 2DQ, Tel 
01 B1 674 4674 

HARDWARE.-SOFTWAHE: &5XE w*h 
XC12. powerpack. 1 Atan loyslick and 
lead 1o TV, £36 inc. pip; 25fik flOOXi, 
great working order, hardly used, E55 mc 
pip; Small £600 console (TV lead only). 
£6 ins pAp. SPECIAL • Barnyard Blast * 
Alari lightgun (GWO), £12 ir*c p4p 
SOFTWARE LIST (many tibes an cas&e1- 
Ift'disk-'ROM) Tel. Brighlon <012?3- 
813630 

XL SYSTEM; aOQXL, 1050 drive bom 
boxed, brand new. £7S; 1029 prints 
good condflion. £40; several cassette 
decks, £$, cassette collection approx. 80 
mint condition., £40 All psus p&p. Harry. 
30 FramfieW Road, London. N5 1UU Tel 
01&1 S01 2969 Bvenings 

GAMFS: 30* cassette games all Origin- 
als. £25. 10 dia*. games, £20 inc. posl- 
age Phone Jason on 0778 4264U9 



WANTED 



SOFTWARE: Lunar Lander |AIJ. 
Fa1 horns *0 Lcet Tomn. Maze EncOufi- 
ler, Nevarending Slory. Tumblebugs 
[Datasc-tt). Rjcochai. Summer Games 2 
Winter Games |Epyx), Ftomox carts. 
Squish 'eml, Worm War 1 .(Sirius}, Ghost- 
ly Manor. Jet (Sublogic}, Dodge Racer 
I Synapse). Ong nals only please. Pe.-tvns 
n Europe and the US also wanted. 
Hease wile 10 B. Mouchmmo, 1 Hue 
Lyautey, 92340 Hourg-La-Reine, France 

ADDRESS: Where could I fmd the kind of 
scanner 10 run with a or^ter? Also does 
anyone have a Voice Masie* 10 selP H 
yoo have it or can help me. good 1 Write 
:o Crvri&lief fled' Delalt, 32" 1 Hue lean 
Slum, 62232 Annezio, France 

BASIC CART: Has anybody a spare Re- 
vision C Calndge 1or sale^ Please tele- 
phone Oennis on 01 722 744162 or write - 
15, St. Martins Close, Bariord St. Martin. 
Salrsbury SP3 4 AX 

GAMES: Winier 0lyrnp.ee AH. Rep n 
Wrosik* Beach Head II, Cvest for Mal- 
tese Falcon Also any PAGE S Issues 1 
to 1 5 only. Phone Jaton on 077B 4264M 



PENPALS 



COMING BACK I Atler a VERY long 
delay I would now hhe 10 re-esiabhsh 
oon'act with my nvch va'-jed Atari fl-tfl 
f Mends out there. Let me know where you 
are so I may contad you. John Stecyk, 2 
Wugga Courl. Ashwood. Victoria 3t47, 
Auslralia 

CONTACTS; Atari Classic programmer 
with his own programs lor distribution 
seeKs conlacf with other Atari fi-bit users 
tor dei.TilK please write to Mr „ohn Fos- 
ketl, 26 Auckland Road, Kingston-upon- 
Tharrifts. Surrey, Kl 33Cd (England) 

CONTACTS: Contact wanted with any 
H on :.'set a r ound 1he world to swap hns. 
tps, anylMng Atari S-Qi1 Please write 1o 
M. Tomlin,26 Mafyons, Felmores, Basil- 
don. Essex SS13 1PJ. Tel 0266 554991 

PEN PALS: To keep « louch wilh other 
users to exchange ideas, programming 
Btc I have an rnlerest in prograAvnng, 
intarfac/xj my own exlras, Art packages, 
DTP Please wr«e to K Smith. SO Blylhe 
Street. Wombeii, Barnssey. S Yortts S73 
BJF 



FREE TO SUBSCRIBERS 

The CONTACT column is Inex oT charge to subscribers who wish 
to srll thrir equipment tir ronlacl nthrr rraiicrs. Sf^icc is 3lrr.it.tcd 
so wc request Lb^t entries be kept as short as possible. Extrtrtie- 
ly loi>^ cnlriea may be heavily edited or ignored. Send your 
CONTACT nolicr on a separalr shrrt of paocr lo: 

CONTACT, PAGE 6 PUBLISHTNG. STAFFORD, ST16 1BR 



FOR SALE ... WANTED ... PEN PALS ... ADVICE ... HELP 



Page &s New Atari User